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RTS Game Project

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You, the player, control one of the gangs fighting for dominance in the city. ... Pimped lcd-equipped Mini gun. Leopard spotted rocket launcher. Weapons for ... – PowerPoint PPT presentation

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Title: RTS Game Project


1
RTS Game Project
Anton Larsson Martin Andersson Bo Isaksson Markus
Eliasson Fredrik Andersson
Martin Samuelsson Nebez Kassem Martin
Olsson Lukas Groschowski
2
Project Info
  • Conquer the Hood is a real time strategy game set
    in an urban ghetto-environment. You, the player,
    control one of the gangs fighting for dominance
    in the city.
  • With heavy emphasis on role playing-style
    level-ups and experience use, the key to success
    is upgrading your troops and develop your
    leader-characters to fit your playing-style.

3
The Gang
  • The Gang
  • 4 Leaders
  • 3 Characters
  • Goons
  • Weapons for Leaders
  • Tiger striped Dual guns
  • Brass knuckles Machete/kukiri
  • Grenades
  • Sniper rifle
  • Pimped lcd-equipped Mini gun
  • Leopard spotted rocket launcher
  • Weapons for Goons
  • Baseball Bat
  • Shotgun
  • Rifle

4
The playground
  • The quadratic game-board consists out of a number
    of zones. Taking over these zones gives you
    experience, money and more Goons.
  • One can choose to fortify these zones to gain
    advantage in battle. Symbols over the zone
    indicate what attributes it has. You can also
    move your spawn point.

5
Game Modes
  • Singleplayer (against AI players)
  • Multiplayer (up to four players online)
  • Maps (choose between city maps)

6
Anton Larsson
  • All inputs
  • Insert new characters
  • Statistics
  • Winning conditions
  • Gameplay with network
  • Script
  • Weapons

7
Anton Larsson
Popupmenu
  • PopupMenu
  • Upgrades
  • MiniMap

Preview
Stats
GoonInfo
WeaponShop
8
Martin Andersson
  • What was my goal
  • Learn more about engine programming
  • What Ive done
  • Intergrating third party libraries (OGRE, OpenAL)
  • Writing shaders
  • Writing material scripts
  • Conclusion
  • Learned a lot
  • The exporter is a troublemaker

9
Bo Isaksson
  • Unit AI
  • The basic AI for the Units.
  • Alignment is decided by the Team-AI.
  • All units have a goal-queue in which they store
    their goals, so that they can continue with
    previous goals if they for example got distracted
    by an enemy they had to kill.
  • Think
  • The goal that's always in the bottom of the
    queue. The wanted goal of the unit is chosen.
  • Attack
  • Checks if enemy units are in the range and
    attacks the most appropriate, patrols the zones
    with the highest agg-value.
  • Conquer
  • Goes off to conquer the zones that the team
    prioritizes, modifies zone prio with group-id.
  • Zone-prio group-id unit prio.
  • Defend
  • Defends the fortified zone with highest prio,
    attacks enemies in the area.

10
Bo Isaksson
  • Team AI
  • Originally intended to be based on fuzzy logic.
  • Maybe not fuzzy in the traditional sense but
    decisions are made with several variables in
    different equations.
  • Grouping
  • Depending on the grades of expansiveness,
    aggressiveness and defensiveness the team is
    divided in a number of groups assigned with
    different tasks.
  • Zone priorities
  • Depending on the teams alignment, prios for
    zones are different.
  • Budget plans
  • Depending on the teams alignment, money for
    different weapons and upgrades is saved and used
    when needed.
  • Exp is used in the same fashion.
  • Upgrades
  • The team-AI upgrades units in a way that it sees
    appropriate based on units different stats.

11
Markus Eliasson
  • What was my goal
  • Get pathfinding to work in the game
  • Learn and get more experience in both programming
    and working in a larger project.
  • What Ive done
  • Implementing pathfinding to work with a larger
    number of units and working with netowrk.
  • Unit AI behaviors, (eg. Starts attacking when
    enemies get close)
  • Conclusion
  • Learned a lot

12
Fredrik AnderssonNetwork
  • What was my goal
  • Get multiplayer to work.
  • Learn about lots of stuff.
  • What Ive done
  • Implemented network support for our RTS.
  • Deterministic simulation.
  • Speed Control.
  • Conclusion
  • More people.
  • Learned a lot about networking and working in a
    bigger project.

13
Martin Samuelsson
  • Roads
  • Buildings
  • Weapons
  • Props
  • Zone icons
  • Backlog

14
Martin Samuelsson
15
Nebez Kassem
  • Environment
  • Buildings
  • Props
  • Misc GUI and Promo
  • Unforeseen tasks

16
Nebez Kassem
Nebez Kassem
17
Martin Olsson
18
Martin Olsson
  • Character modeling low High polly
  • Texturing (Diffuse, Normal, Specular)
  • Big guy
  • Normal guy
  • Small guy
  • Goon
  • Misc. Project related tasks.

19
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20
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21
  • Conclusions
  • What went wrong
  • What went right
  • If we could do it again
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