Project ImpactO

Post on 15-Jan-2016

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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 - PowerPoint PPT Presentation

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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

Focus on marketing

M.S.C.W.

New features

HTF mode

Race mode

Energy resource

Customization

Completely new level

The Level

The Level

PIPELINE

Programs

Workflow

LEVEL DESIGN

Cohesive

Objective

Game Mode

Prototype

MODULAR

Textures

Models

Prototype

The Character

- Big bulky plates for silhouette- Compact electronic details for

easier texture baking- Worn down

The Character

amklasdfsdgn

Rigging/Animation

- UNITY 4 – Mecanim- walk and run scripting pretty straight

forward- Simple UI for animation clip

management- Walkcycle = 3 animations

forward, left & right

- Solid rig- Clean export rig- Stable and flexible control rig

- Customize equipment- Placement of attachment joints

- Mechanical character- Robot designs relatively simple to

morph into spheres- No deformations = easy skinning

The Garage

The GaragePIPELINE

Programs

Workflow

FEATURES AND CONTENT

Limiting the viewCamera

DoF

Map

Ambiance

God rays

Particles

Fog

Optimization

Details in slots

Simple baseshape

Maps images

Character customization

Joint attachments

Bone attachments for modular components

Simple for others to add specific items at specific locations

Bone search structure with specified items available to specific bones

Unity AssetBundlesSupport for loading of resources on demand

Easy to add new items to your game = good for DLC

Support for realtime loading of resources when needed

Network instantiation

A lot of items = a lot of possible combinations

Spawning a customized character over network = challenge

User Management and Player Matchmaking

User Registration User Login Player Matchmaking

Player Matchmaking

The Simple Method The Advanced Method

• Current Game State • Current Game State• Connection Capabilities• Player Location• Player Settings• Player Experience

Player Matchmaking Illustation

Procedurally Generated Levels

Arbitrary Grid

Randomize points for path to pass through

Randomize weight on grid

Pathfind through the points

Populate the path with actual game track

Networked Physics

The 7 steps to profit

1. Pure client/server

2. Client-side prediction

3. Data compression

4. Prioritization

5. Player interaction

6. …

7. PROFIT!!!

Challenges

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

Player vs playerHard to handle events with multiple players involved

There will be differences in players prediction

How do you keep things “fair”?

The EndThank you for listening!