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Protect Earth from deadly cyborg bugs in this thrilling tower defense game. Experience an armament race driving worldwide conflicts as the Green World's cybug project backfires, leading to cybugs attacking nuclear sites globally. Get ready for multiplayer TPS action with wiimote-based gameplay across 4 levels. Engage in intense cybug destruction using unique game mechanics and interactions. Utilize advanced game engine features for terrain and mesh handling, along with irrKlang sound effects for an immersive gaming experience. Immerse yourself in the world of Cybug Warfare - are you ready to take the Last Stand?
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Outline • BuggyCode Studios Employees • BUGS, Last Stand Squad • Game Levels • Demo 1 • Game mechanics • Interaction • Game engine features used • Sound effects • Graphics • AI • Remaining Tasks • Demo 2
BuggyCode Studios Employees • Checks us out at http://www.buggycodestudios.com
BUGS, Last Stand Squad • Protect Earth from deadly gigantic cyborg bugs (the cybugs) • Story • Armament race drives world wide conflicts • Green World’scybug project backfires • Cybugs attack nuclear sites world wide • Multiplayer TPS & wiimote-based game • “Tower defense” game play • 4 Levels
Interaction • Players destroy cybugs with wiimotes
Game Engine Features Used • Terrain & mesh readers • irrEdit • irrKlang
Sound FX Needed for the Game • Sound mixing • Background music • Prioritize sounds being played • Specify 3D world position & volume of sound
Sound FX Implemented • Console app to test the irrklang library capabilities and a test class to adjust sound FX • Music for IntroState and MenuState (thrilling) • Musicfor PlayerSelectionState (windingup) • Background music for TestLevel • Sound mixing • Every cybug plays its own sound
Remaining Sound FX Tasks • Each bug and each weapon will have its own sound • Adjust volume according to distance • Multiple soundeffects and ambient sounds in order to get rid of monotony. • Make minor adjustments for various game levels • Create our own sound effects
Concept Art :: Character Art (1/2) • Four distinct character types, each with his or her own strength and weakness • Here are heavy and midrange concepts
Concept Art :: Character Art (2/2) • Here are the Sniper and Demolition concepts
Concept Art :: Bugs • Techno-Organic, about 5-6ft tall, many types
AI :: Waypoints (1/2) • The cybugs will follow certain paths, which are determined by waypoints • For each spawn point, there will be different paths, randomly chosen by a cybug
AI :: Flocking (1/4) • To create variations, there will also be a flocking algorithm • Cybugs will not collide with each other
AI :: Flocking (3/4) • Steering Rules Separation steer to avoid crowding local flockmates Alignment steer towards the average heading of local flockmates Cohesion steer to move towards average position of local flockmates
AI :: Flocking (4/4) • Algorithm Basics vec3sep = separate(flock) vec3ali = align(flock) vec3coh = cohesion(flock) float A = 2.0 float B = 1.0 float C = 1.0 acceleration += sep * A + ali * B + coh * C velocity += acceleration position += velocity acceleration = vec3(0, 0, 0)
Remaining Tasks • HUD overlay • Add character and base 3D models • Create 4 distinct levels • Finish sound dynamics • Finish waypoint AI code • Finish bug/bullet collision detection