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Project ImpactO

Project ImpactO. Do you have the balls?. Unity 4 Pro. Version control Global effects (God rays , volumetric partilcles , realtime shadows ). Project integration. Workflow. SCRUM framework . Daily scrum Product backlog Sprint planning / retrospectives SVN

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Project ImpactO

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  1. Project ImpactO Do youhave the balls?

  2. Unity 4 Pro Version control Global effects (God rays, volumetricpartilcles, realtimeshadows)

  3. Project integration

  4. Workflow SCRUM framework. Daily scrum Product backlog Sprint planning / retrospectives SVN Focus on marketing

  5. M.S.C.W.

  6. New features HTF mode Race mode Energy resource Customization Completely new level

  7. The Level

  8. The Level PIPELINE Programs Workflow LEVEL DESIGN Cohesive Objective Game Mode Prototype MODULAR Textures Models

  9. Prototype

  10. The Character Big bulkyplates for silhouette Compactelectronicdetailsfor easiertexturebaking Worn down

  11. The Character amklasdfsdgn

  12. Rigging/Animation Solid rig Clean export rig Stable and flexible controlrig Customizeequipment Placement of attachment joints Mechanicalcharacter Robot designs relatively simple tomorphintospheres No deformations = easyskinning UNITY 4 – Mecanim walk and runscriptingprettystraight forward Simple UI for animation clip management Walkcycle= 3 animations forward, left & right

  13. The Garage

  14. The Garage PIPELINE Programs Workflow FEATURES AND CONTENT Limitingthe view Camera DoF Map Ambiance God rays Particles Fog Optimization Details in slots Simple baseshape Maps images

  15. Charactercustomization

  16. Bone attachments for modular components Simple for otherstoaddspecificitems at specificlocations Bone searchstructurewith specifieditemsavailableto specificbones Joint attachments

  17. Support for loadingofresources on demand UnityAssetBundles Easytoadd new itemstoyour game = good for DLC Support for realtimeloadingofresourceswhenneeded

  18. Networkinstantiation A lotofitems = a lotofpossible combinations Spawning a customizedcharacter over network = challenge

  19. User Management and PlayerMatchmaking User Login User Registration Player Matchmaking

  20. PlayerMatchmaking The Simple Method The Advanced Method • Current Game State • Current Game State • Connection Capabilities • Player Location • Player Settings • Player Experience

  21. PlayerMatchmakingIllustation

  22. ProcedurallyGeneratedLevels

  23. Arbitrary Grid

  24. Randomizepoints for pathto pass through

  25. Randomizeweight on grid

  26. Pathfindthrough the points

  27. Populate the pathwithactual game track

  28. NetworkedPhysics

  29. The 7 steps to profit Pure client/server Client-side prediction Data compression Prioritization Player interaction … PROFIT!!!

  30. Challenges

  31. Bandwidth is limited Networking for Physics Programmers 2010 Glenn Fiedler 2.7 million samples 99.1% can support 64kbps up and down. Roughly 256 byte packets @ 30 packets per-second Not nearly enough for bigger scenes

  32. Player vs player Hard to handle events with multiple players involved There will be differences in players prediction How do you keep things “fair”?

  33. Thankyou for listening! The End

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