1 / 23

Zombie Robots, the Game

Zombie Robots, the Game. - An EECS 494 Game Design Project December 10 th , 2009 Wing Hong Ko (Chris Hasson , Brian Nixon). Presented in Technical Communication 496. Agenda. Introduction/Objective Background Information Design Game Engine Graphics, Physics, Control Features Guns

Download Presentation

Zombie Robots, the Game

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Zombie Robots, the Game - An EECS 494 Game Design Project December 10th, 2009 Wing Hong Ko(Chris Hasson, Brian Nixon) Presented in Technical Communication 496

  2. Agenda • Introduction/Objective • Background Information • Design • Game Engine • Graphics, Physics, Control • Features • Guns • Ambience • Multiplayer • Conclusion

  3. Introduction • EECS 494 – Game Design • Project Requirements • Our Idea • Dual-Wielding guns • Use of Ambience Effects • Multiplayer

  4. Background Information • Story and Premise • Dark night haunted by Zombie (Robots) • Player the last of humanity, on the run • Special dual-wielding ability • Importance of Light

  5. Background Information • Conventional FPS: • Switch between single weapon • Sometimes, two firing modes

  6. Background Information • Combining weapons in the inventory • Usually permanent • Just a “shoot everything in sight” game

  7. Background Information • Our Approach: • Two different weapons at the same time • Can shoot independently • Can shoot simultaneously for a third firing mode • Ambience • Use of sound effects to alert player • Necessitates the use of flashlight

  8. Design – Game Engine • Graphics Engine • Ogre3D (with help of OgreMagic, OIS) • Object-oriented “Graphics Rendering Engine” • Scene nodes • Shaders • Said to be best open-source graphics engine

  9. Design – Game Engine • Graphics Engine – limitation • ONLY a graphics engine • No Game State • No simple User Interface solution • No controller • No physics!

  10. Design – Game Engine • Physics Engine • Bullet • Handle Collision automatically • Used widely in other applications – e.g. Maya

  11. Design – Game Engine • Controls • XInput • OGRE’s OIS limited functionality • Support independent axis for triggers • Vital to our design

  12. Design – Game Architecture • Object-oriented, “managed” Player 1 Player 2 : : Player Mananger Game State Frame Listener Control Scheme 1 Control Scheme 2 : : Input Listener Control Manager Render Listener Enemy Manager Basic Zombie 1 Advanced Zombie 1 Basic Zombie 2 : : Plasma Bullet 1 Shock Bullet 1 Shock Bullet 2 : : Scene Manager (Ogre)

  13. Design – Features • Guns: Attributes • Fire – damage over time. Defeats Ice • Ice - slows enemy. Defeats Shock • Shock – concusses enemy. Defeats Fire • Light – deals high damage Shock Ice Fire

  14. Design - Features • Guns, two categories • Physical • Revolver • Shotgun • Missile Launcher • Crossbow • Sword • Magical • Flame Thrower - Fire • Freezer - Ice • Shock Lance - Shock • Flash Light - Light

  15. Design - Features • Guns, two categories • Physical • Revolver • Shotgun • Missile Launcher • Crossbow • Sword • Magical • Flame Thrower - Fire • Freezer - Ice • Shock Lance - Shock • Flash Light - Light

  16. Design - Features • Guns, two categories • Physical • Revolver • Shotgun • Missile Launcher • Crossbow • Sword • Magical • Flame Thrower - Fire • Freezer - Ice • Shock Lance - Shock • Flash Light - Light

  17. Design - Features • Guns, two categories • Physical • Revolver • Shotgun • Missile Launcher • Crossbow • Sword • Magical • Flame Thrower - Fire • Freezer - Ice • Shock Lance - Shock • Flash Light - Light

  18. Design - Features • Guns, two categories • Physical • Revolver • Shotgun • Missile Launcher • Crossbow • Sword • Magical • Flame Thrower - Fire • Freezer - Ice • Shock Lance - Shock • Flash Light - Light

  19. Design – Features • Ambience • 3D Sounds • For players to determine enemy position • Flash light • Firing of weapons attract enemies

  20. Design - Features • Game Resources

  21. Results – Progress So Far • Screenshots

  22. Conclusions • Zombie Robot – a new take on FPS • Simultaneous firing of 2 guns • Use of Ambience Effects • Multiplayer on single-screen • Game Engine • Graphics: OGRE3D • Physics: Bullets • Control: XInput

  23. Thank you for listening to us! Questions?

More Related