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Midterm Demo (Fall 2008)
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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
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BuggyCode Studios Employees
Alper Akbal Farid Harhad
Sean O’Connell
Andrew Staley
Tarik Teksen Tutal
•Developer•Game physics
•Developer•Team lead
•Developer•Wiimote & AI
•Concept Art•3D Art
•Developer•Sound effects
Checks us out at http://www.buggycodestudios.com
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BUGS, Last Stand Squad
Protect Earth from deadly gigantic cyborg bugs (the cybugs)
Story Armament race drives world wide conflicts Green World’s cybug project backfires Cybugs attack nuclear sites world wide
Multiplayer TPS & wiimote-based game “Tower defense” game play 4 Levels
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Game Demo 1
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Game Mechanics
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Interaction
Players destroy cybugs with wiimotes
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Game Engine Features Used Terrain & mesh readers irrEdit irrKlang
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Sound mixing Background music Prioritize sounds being played Specify 3D world position & volume
of sound
Sound FX Needed for the Game
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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)
Music for PlayerSelectionState (winding up)
Background music for TestLevel Sound mixing Every cybug plays its own sound
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Remaining Sound FX Tasks Each bug and each weapon will have
its own sound Adjust volume according to distance Multiple sound effects and ambient
sounds in order to get rid of monotony. Make minor adjustments for various
game levels Create our own sound effects
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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
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Concept Art :: Character Art (2/2) Here are
the Sniper and Demolition concepts
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Concept Art :: Bugs
Techno-Organic, about 5-6ft tall, many types
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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
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AI :: Waypoints (2/2)
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AI :: Flocking (1/4)
To create variations, there will also be a flocking algorithm
Cybugs will not collide with each other
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AI :: Flocking (2/4)
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AI :: Flocking (3/4)
Steering Rules
Cohesionsteer to move
towards average
position of local flockmates
Alignmentsteer towards the average
heading of local flockmates
Separationsteer to avoid crowding local
flockmates
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AI :: Flocking (4/4)
Algorithm Basicsvec3 sep = separate(flock)vec3 ali = align(flock)vec3 coh = cohesion(flock)
float A = 2.0float B = 1.0float C = 1.0
acceleration += sep * A + ali * B + coh * Cvelocity += accelerationposition += velocity
acceleration = vec3(0, 0, 0)
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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
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Game Demo 2
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Thank you