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Steampunk Universe: A Tactical Adventure Above the Clouds

Dive into a captivating steampunk universe where airships, hot-air balloons, and flying islands define the landscape. Engage in 3D real-time tactics inspired by games like Tower Line Wars, with gameplay that highlights physics-based mechanics and wind flow simulation. Led by a dedicated team focusing on project management, programming, and artistic asset production, the game promises rich visuals and immersive interactions. Milestones track development progress from pre-production to beta, ensuring a polished final product.

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Steampunk Universe: A Tactical Adventure Above the Clouds

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  1. codename.FLOW.DEFENSE AljoschaBörsch Tim Benedict Jagla Sebastian Lay Andreas Reich Artur Schütz

  2. RESPONSIBILITIES • Aljoscha Börsch • Project-Management • Scheduling • Gameplay Programming Head • Testing & Fixing • Tim Benedict Jagla • GDD Head • Artist Head • Conventions • Prototyping • Asset Production • Programming Assistant • Critical Tasks

  3. RESPONSIBILITIES • Sebastian Lay • Gameplay Programming • Interface Head • Interface Design • User Experience Design • Programming Assistant • Critical Tasks • Andreas Reich • (Graphics) Programming Head • Conventions • COTS Management • Shader Programming • Network Programming Support

  4. RESPONSIBILITIES • Artur Schütz • Network Programming Head • Shader Programming • Asset Assistant • Critical Tasks

  5. GAME DESIGN

  6. SETTING - UNIVERSE SteampunkUniverse AbovetheClouds – Airships, Hot-Air Balloons, Flying Islands

  7. SETTING - MATERIALS Cheapestconstruction material iswood Sailsaremadeofpatchylinenandraggedcloth Protection, structuralanddecorationalpartsaremadeofmetal

  8. SETTING - DETAILING CLOCKWORK INDUSTRIAL ●COGS ● GEARS ●TOOLS● ●TUBE SYSTEMS ● SMOKESTACKS ● SCAFFOLDING●

  9. GAME MECHANICS • Genre • 3D Real-Time Tactics • Perspective • (Angled) Top Down

  10. GAME MECHANICS • GameplayinspiredbyTower Line Wars • PhysicsBased • Wind Flow Simulation • Impulse System

  11. MOCKUP

  12. PROJECT MANAGEMENT

  13. NETWORK DIAGRAM

  14. MILESTONES 0 & 1 • [01.04.2012] Milestone 0 • Project Start • Game Design Document • [06.06.2012] Milestone 1 • GameLogic (HQ, AttackUnits) • Functioning Test Models • First Input & Controls

  15. MILESTONES 2 & 3 • [20.06.2012] Milestone 2 • Server & Client Network • First Models • Small Graphic Effects • [04.07.2012] Milestone 3 • Every GameLogic Feature • First Balancing • Gameplay & Network & Graphics

  16. MILESTONES 4, 5 & 6 • [05.08.2012] Milestone 4 • Better Network & Graphics • [16.09.2012] Milestone 5 • Gameplay Final - Beta • [30.09.2012] Milestone 6 • Network & Graphics Final

  17. TIMELINE [01.04 – 14.05] PreProduction [04.07 – 16.09] Alpha [14.05 – 04.07] MainProduction [16.09 – 30.09] Beta

  18. TECHNOLOGY

  19. TOOLS • Asset Production • Adobe Photoshop • Autodesk Maya • Pixologic Sculptris • Santiago Orgaz xNormal • QuixelnDo2

  20. TOOLS • Organization • Git & TortoiseGit • Redmine • Microsoft Project • yWorksyEd • Programming • Microsoft Visual Studio 2010

  21. LIBRARIES • Rendering Ogre3D 1.8.0rc1 • OpenGL Rendering • Octree Scenemanager • GUI MyGui 3 • Network RakNet * • Input OIS • SFX IrrKlang * • XML TinyXML-2 • Misc. Boost 1.4.9

  22. CLASS HIERARCHY

  23. FRAGEN?

  24. VIELEN DANK FÜR DIE AUFMERKSAMKEIT

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