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Graphics and Client Design . Overall Game Design Doug Camin. The Watson Game. Opens to splash screen User enters login\pass and either creates player or accesses existing. Game Play. Win by achieving a 4.0 GPA Earn GPA by completing challenges

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Graphics and client design l.jpg

Graphics and Client Design

Overall Game Design

Doug Camin


The watson game l.jpg
The Watson Game

  • Opens to splash screen

  • User enters login\pass and either creates player or accesses existing


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Game Play

  • Win by achieving a 4.0 GPA

  • Earn GPA by completing challenges

  • Advance through classes by completing set number of challenges


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Game Display

  • Top portion of screen shows building and can be navigated with mouse or keyboard

  • Lower portion is view port, shows necessary game information:

    • Knapsack

    • Map

    • GPA

    • Elapsed challenge time


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Challenges

  • Challenges are linear – only one at a time

  • Game has six predefined challenges

    • All are stored on server, can be changed

  • Challenge grade based on two main factors:

    • Time to completion (elapsed time)

    • Pre-defined attributes for character


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Challenges Continued

  • To complete a challenge, user must:

    • Have all items to complete challenge in knapsack

    • Select all items required and click “Complete Challenge” button

  • If challenge is not completed in time allotted, .25 subtracted from GPA


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Items

  • The game has eight items for use:

    • Pencil

    • Paper

    • Computer

    • Soda

    • Candy Bar

    • Money

    • Books

    • Printer (or printed pages)


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Winning The Game

  • Each player wins when they achieve a 4.0 GPA


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Challenge Class

  • In client, this class will load and store all challenge information from the server

  • Information loaded at start time

  • Provides interface to locally access current game challenges


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The Knapsack

Presented by

Samantha Weitzman


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Item Class Objects

  • int Item_ID

  • string item_Type

  • Contain methods to retrieve the ID and Type


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computer

printer

soda

candy bar

money

book

Predefined Item Types


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Knapsack Class

  • Contains a vector of Items

  • Methods to add, remove, & use Items

    • insert_Item(string item_name)

    • insert_Item(int item_id)

    • remove_Item(string item_name)

    • remove_Item(int item_id)

    • Item use_Item(string item_name)

    • Item use_Item(int item_id)


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Knapsack Interaction

  • When a player ‘uses’ the group of items for a challenge, they are ‘removed’ from the knapsack and placed back into the game play


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Player Creation

Presented by Dominic Tsang


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Client Side Implementation

  • Class named PersonClass

  • We are client group so this is strictly our implementation but it will be pretty important to others as well

  • Relevant for:

    • Group 1:

      • Challenge Information

    • Group 3:

      • Character Creation

      • Challenge Dispatching


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PersonClass Object

  • PersonClass

    • Holds private variables such as GPA, attributes

  • KnapSackClass

    • Exists within PersonClass


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Person Attributes

  • Decided through group development

  • Attributes can only be raised through initial distribution or through task completions

  • So far we have decided:

    • Stamina – how well a character deals with the unremitting cascade of work a CS major is expected to face

    • Humor – see poor attempt above

    • Health – undecided on its affects on game play

    • Intelligence -undecided

    • 1 more planned! Input welcome!


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Flow Diagram

Main Client Program

PersonClass

Other Client Side Classes

KnapSack


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PersonClass Also Contains Information On…

  • Position of player

  • Completed task count

  • Character name

  • Current challenge attempting

  • …more to come

    • Student standing?

    • Fatigue?


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Additional comments…

  • Logically this class will act as the file to be “saved”

  • Will have no direct connection to anything but knapsack and main client program – all server and db communication handled through protocol handler


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Graphics and Client Design

User Interface

Mo, JianYi


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Class HotSpot

  • predefined

  • Representation

    • Rectangle

  • Where?

    • Hallway and offices


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Class HotSpot

  • Types

    • Item (1)

    • Challenge (2)

  • Player can acquire the item

  • Player must accept the challenge


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Class InteractionManager

  • manipulates the interaction between the player and the challenge


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Interaction

Manager

HotSpot

Challenge

Person

InteractionManager


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InteractionManager

  • Challenge

    • Linear (one at a time)

    • Caused by collision with hot spots

  • Manager class will start timer on the challenge

  • GPA increases if the play completed the

    Challenges on time


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InteractionManager

  • If the play completed the challenge, the manager will update the attributes of the player and the items in the knapsack


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Protocol HandlerError Handler

Luis Miranda


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Protocol

Interface

Message

Handler

Message

Types

Socket

Protocol Handler Overview


Protocol interface l.jpg
Protocol Interface

  • The main class used by the client program to communicate with server.

  • Note the order of communication.


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Protocol Interface Methods

  • Connect to Server

  • Login User

  • Load User , Save User, Create New User

  • Get Current Player List

  • Update Game State

  • Get Knapsack Info

  • Get Challenge Info

  • Get Item Info

  • Disconnect


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Message Handler

  • Packets will be sent to the server through this class. The type of packet to send is determined by the Protocol Interface.

  • Contains a queue of messages being sent to the server. Server may be busy.

    • Messages will not contain a priority, all packets are of equal importance.

  • Incoming data from the server will be sent to the appropriate client object.

    • Example: Information about Person will be sent directly to Person Object.


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Message Types

  • Contains the structure of the different packets to be sent to the server.

  • A save packet will have different information than a load items packet.

  • These types must be recognized by the server. This is done be having a standardized ID for each packet type.


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Socket

  • Contains all protocol logic such as send and receive packet.

  • Also used to connect to a server listening on specific port and IP.

  • Provided by Todd Barron.


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Graphics Handling and GUI

Bedros Magardichian


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GUI and Game Scenes

  • Menu Scene- Log in screen and select gaming options

  • GamePlay Scene- Display 3D world and stats viewport

  • Knapsack Scene- Display contents of knapsack

  • Challenge Scene- Display Challenge Screen






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Game Scene Inheritance

CWatsonGame

CWatsonGameMenu

Displays Menu

CWatsonGamePlay

3D game play and Viewport

CWatsonGameKnapsack

Display visual knapsack

contents


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Rendering

  • 3D OpenGL

  • Navigate through 3D model of Watson Building

  • Final model will include textures to represent Watson building



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Navigation

  • First person video game walking- look with mouse- walk with keyboard

  • Collision Detection from generated mesh

  • Issues – passage ways must accommodate diameter of collision sphere of person


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Error Handler

  • Accessible by all classes of the client program.

  • User may post error messages to the Error Handler object.

    • Can force a save game state, to help prevent corruption of data.

    • Writes error message to log file

    • Displays error message on screen

    • Can send error message to the server


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