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Name: Hotdog Apocolypse
Genre: Sidescrolling Deathmatch
Max Players: 4
Description:Battle your buddies in a robust,2-dimensional world populatedwith living 20th century carnivalcuisine. Swing on your grapplinghook between heaping moundsof decomposing trash and collectdifferent weapons to vanquishyour foes and bring glory toyour family.
John Battagline – Game Concept
Mike Henretty - User Interface
Max Herkender – Game Engine
James Pae – Music & Sounds
Which one is he?!
Early January, 2008, John Battagline presented his idea…
2D side-scrolling death-match game: “Scroller Death”
The basic idea “Fighting Game meets 1st Person Shooter”
Each character roams a 2D environment with guns, grappling hook & crosshair to aim
4 players Simple weapons: guns, bombs, missiles,
etc.
The original concepts were rough No artwork No theme No direction… Weapons were generic: guns, bombs, etc. Characters were lame: army soldiers
We had a long way to go!
3rd week of the quarter, we decided on a theme to the game: FOOD! Game name would become “food fight” A back-story emerged:
“The year is 2099, and food on earth has been reduced to extreme scarcity. In it's last efforts, humanity sends four chefs to the bowels of the planet in order to harvest a secret underground food reserve, buried at the end of the 20th century by a fast food mogul in preparation for Y2K.
The four chefs eventually reach their destination, but soon turn on one another: he who controls the food, controls the planet. Now, they are no longer friends, but bitter enemies in competition for raw, tasteless power. They fight, live, and die by the fork--throwing food and cooking utensils at another--in one final, edible battle of dinner-sized proportions.“ New weapons would be food
Burger Bombs Carrot Missiles Pizza Cutters
New characters would be funny Ronald McFonald Facial Contortion (grimace) The “Cheeseburgular” Bad Dog
Max knew how to implement it Had previous experience developing high-speed game
engines in AS3 (Actionscript 3.0) Initial engine was his previously-designed general purpose
engine Worked very well for initial concept Allowed for basic player movement and collision detection
For Example…
Mike had a vision Soon began launching his 10-week career
as an ingenious GUI engenderer Began to set up game screen stubs
Simple, 1-color screens with bland text at the top Glued the game screens together Set up attract loop & got high scores working in the game Original intro…
Immediately began doing research on the game pored over McDonald’s, Burger King, & other fast-
food sound tracks for many endless nights. Began sending back results very early
Rapidly acquired sounds off the internet, modifying them, and assimilating them into the game
Began musical “branding” Initially somewhat cheery Became progressively “darker,” like the lightless
caves of our edible underworld…
The Characters took on new life [next slide] Modified 3D renders from OSU scoreboard
Used cell-shading
Created cave backgrounds in Maya Began to dream up new splash screens Manifested his artistic superiority
Everyone got on board of the game creation
New screens were “slipping in”
Over a dozen weapons made it into the game
New Features were added into the game
• Nacho Cheese Pits• Level Wrapping• Camera• Destructible / Moveable world
objects
Peter & John melded their creative perspicacity
Names (clockwise from top-left)
• Mr.Freeze’s basement• Nacho Cheese
(then whose cheese is it?!)• The Caves• Pipe Place• Center of the Earth
Bacon Blaster
Bananarang
Gelatin Gun
Homing Hotdog
Hair Net
Popcorn Mine
Salad Shooter
Timed T-Bone
Taco Torpedo
Tomato Bomb
Meat Grinder
Collision Detection Beasted it Basic idea:
2 rectangles collide “primed” boundaries collide with “passive”
boundaries Moveable Boundaries Weapons / Projectiles Level Wrapping
Movement Services Solid objects (Level boundaries) “register” with service All world objects “request” movement
Displace movement so it won’t pass through a solid object
Post-Mortem
What went wrong? RapidSVN
Turned out to be an oxymoron Using one .fla for development
Not as cool as it seems SVN is designed to handle text files, not binary
files, and we had difficulty editing it at the same time
RapidSVN Again.
More Things Wrong
Too many ideas Deformable Terrain Superweapons Teams Different game types
Shrinking Tyler’s artwork Advanced 3D rendering, top-of-the line
computers, talented artists working together to create the greatest 10x10 pixel characters imaginable
Doing things twice Working on the same thing at the same time
The Good News
Max’s engine Doing things the “right way”
James’s musical evolution Started cheery, became darker and
transformed the mood of the game John beasted it
Constantly added weapons and other content and experimented with new ideas throughout the development of the game