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G 10K Do, Woojin Lee, Haechan Hwang, Jinhwan

Hansel and Gretel’s. S ave the Bakery. G 10K Do, Woojin Lee, Haechan Hwang, Jinhwan. I ndex. P roject Introduction J ustification G ame Description R equirement Analysis I mplementation D emonstration T echnical Achievement P roject Review.

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G 10K Do, Woojin Lee, Haechan Hwang, Jinhwan

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  1. Hansel and Gretel’s Save the Bakery G10K Do, Woojin Lee, Haechan Hwang, Jinhwan

  2. Index Project Introduction Justification Game Description Requirement Analysis Implementation Demonstration Technical Achievement Project Review

  3. Body-moving gameUsing KINECT, a motion sensor developed by Microsoft Controller-free gaming and entertainment

  4. Project Goal Fitness |Stress Bust | Fun

  5. Game Introduction Stomp monsters to save the bakery!

  6. Game Introduction Playing with KINECT

  7. Game Introduction Just step on approaching monsters

  8. Market Analysis | Value Proposition | Prospective User Justification for Project

  9. Functional Game Ant Buster

  10. KINECT breaks Guinness recordKINECT Sells 10 Million Systems, Tops iPhone and iPad Fastest selling consumer electronics device

  11. KINECT GamesOnly 25 KINECT software, none of similar game. Ant Buster

  12. ValueProposition Helpful solution for parents

  13. Prospective User For everyone, especially younger people

  14. I/O Processing | Screen Transition | Game Logic Control Requirement analysis

  15. Input Processing Motion recognition, Getting joint coordinates

  16. Output Processing Graphic & sound information sent to user

  17. Screen Transition User can switch between screens

  18. Game Logic Control Game≒ Set of rules≒ Set of game logic

  19. Motion recognition rate

  20. Response time

  21. Background | Rule | Stages | Monsters Game Description

  22. Background

  23. Background

  24. Background

  25. Background

  26. Rule Bakery Bakery has constant HP Monster Approach to the Bakery Fixed Number of monsters Game Clear Survive! kill every enemies Game Fail Bakery is siege by enemies

  27. Stages

  28. Monsters Waiting few seconds At the corner Basic monster Can not stomp During defense mode Pass through waypoint Summon monsters until death Moving at the back when it stomped Become slower and slower until min speed Divide into lot of monsters when it stomped

  29. Architecture | Screen Flowchart implementation

  30. Handle Input Screen Managing InputManager KINECT Controller ScreenManager Screens Game Start Screen Stage Select Screen Game Play Screen Loading Screen User detecting Screen Score board Screen Etc Motion Detect Hand slide Stomping Etc Uses Manages Resources Game Objects Monsters Bakery Footprint Etc UI Helper Press Button Slide Button Animation Image Font Images Monsters UI Etc Scripts Stage Information Monster Move Routes Get data Fonts Game Font UI Font Sound Sound Effect BGM Scoring Collision Detection Calculate Score Stage Stage Data Top-level Architecture USER KINECT Display / Speaker IR Input Video Output Sound Output VR Input Ant Buster

  31. Handle Input Screen Managing InputManager KINECT Controller ScreenManager Screens Game Start Screen Stage Select Screen Game Play Screen Loading Screen User detecting Screen Score board Screen Etc Motion Detect Hand slide Stomping Etc Resources Game Objects Monsters Bakery Footprint Etc UI Helper Press Button Slide Button Animation Image Font Images Monsters UI Etc Scripts Stage Information Monster Move Routes Fonts Game Font UI Font Sound Sound Effect BGM Scoring Collision Detection Calculate Score Stage Stage Data Handle Input Directly linked with KINECT device Event handling of KINECT Controller Ant Buster Recognize and determine user motion

  32. Handle Input Screen Managing InputManager KINECT Controller ScreenManager Screens Game Start Screen Stage Select Screen Game Play Screen Loading Screen User detecting Screen Score board Screen Etc Motion Detect Hand slide Stomping Etc Resources Game Objects Monsters Bakery Footprint Etc UI Helper Press Button Slide Button Animation Image Font Images Monsters UI Etc Scripts Stage Information Monster Move Routes Fonts Game Font UI Font Sound Sound Effect BGM Scoring Collision Detection Calculate Score Stage Stage Data Screen Managing Managing screens and processing screen transitions Ant Buster List of screens

  33. Handle Input Screen Managing InputManager KINECT Controller ScreenManager Screens Game Start Screen Stage Select Screen Game Play Screen Loading Screen User detecting Screen Score board Screen Etc Motion Detect Hand slide Stomping Etc Resources Game Objects Monsters Bakery Footprint Etc UI Helper Press Button Slide Button Animation Image Font Images Monsters UI Etc Scripts Stage Information Monster Move Routes Fonts Game Font UI Font Sound Sound Effect BGM Scoring Collision Detection Calculate Score Stage Stage Data Resources Image / Font / Sound resources Scripts for stage and monster information Ant Buster

  34. Handle Input Screen Managing InputManager KINECT Controller ScreenManager Screens Game Start Screen Stage Select Screen Game Play Screen Loading Screen User detecting Screen Score board Screen Etc Motion Detect Hand slide Stomping Etc Resources Game Objects Monsters Bakery Footprint Etc UI Helper Press Button Slide Button Animation Image Font Images Monsters UI Etc Scripts Stage Information Monster Move Routes Fonts Game Font UI Font Sound Sound Effect BGM Scoring Collision Detection Calculate Score Stage Stage Data Game Processes direct game logic such as collision and score calculation Helps UI managing and animation processing Manages In-game objects such as monster, footprint, bakery, etc Ant Buster Parses the stage script

  35. Screen Flowchart If ( lost user ) -> Changing screen to UserDetectingScreenimmediately. If ( detect user again ) -> Changing back to the Original Screen. User Detecting Screen Initial Screen Stage Select Screen Loading Screen Game Play Screen Score Board Screen Lost User Condition

  36. Demonstration

  37. Motion Recognition | KINECT development | Synchronization Technical Achievement

  38. Motion Recognition y NO! Same magnitude a !a x a a !a a z

  39. Motion Recognition KINECT do not use Cartesian Coordinates

  40. Motion Recognition Findingthe origin and up vector Up vector Origin

  41. Motion Recognition Using Inner product with two vectors Inner product with • [Vector from origin to foot] • and • [Up vector] Up vector Origin • from origin to foot

  42. Other Difficulties KINECT development itself FROM SCRATCH No IDE, tools, references, etc. Synchronization With KINECT thread and game thread For solving performance problem

  43. Member | Lessons Learned Project Review

  44. Member Do, Woojin Screen Managing Presentation Lee, Haechan KINECT input processing Hwang, Jinhwan Game Logic Sound, Graphic Resources

  45. Learned 3D Image Processing Motion Recognition Hardware Dependant Programming Hot technology trends Co-development experience

  46. Thank you!

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