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Final Presentation

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Because our first lil john's lil adventure' was funny, but comedy wouldn't work. ... The experience changed our view of commercial games ... – PowerPoint PPT presentation

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Title: Final Presentation


1
Final Presentation
Tom Priest in Zombie Holocaust by
2
The 340 Gamers
Paul Trzyna Sound Editor, Programming, Image
Development, Displays
Niral Shukla Project Manager, Web Developer,
Programming, Displays
Cristian Velasquez Lead Programmer, Artificial
Intelligence,
Chris Urso Art Designer, Models, Textures,
Animations, Quality Assurance
3
Game Play - Description
  • Main Hero Tom Priest, special agent of The
    Vatican
  • Mission To dispel all evil in the deserted town
  • Enemies Hordes of mindless zombies, Giant
    mutated zombie bugs, and The Zombie Lord

4
Game Play - Controls
  • Two different choices
  • Use the arrow keys to move and space bar to fire
  • Use Up Arrow and Down Arrow for forward and
    backward movement, Space to shoot, and the right
    and left arrows keys to turn

Other helpful keys like M to display a map, H for
help, and P for pause
5
Development
  • We used Blitz 3d to build our game,, Learning the
    blitz language was a bit of a learning curve.
  • We used Milkshape 3d for our models , texture and
    animation.
  • We started by getting Niral, Cristian and Paul
    familiar with Basic and Blitz 3d and Chris with
    Milkshape 3d.
  • Since then we started looking at examples of code
    to start making our game and finally got it
    working.

6
Why?
  • Why 3rd person Shooter? We wanted a game with a
    lot of action and to be able show our character.
    we couldnt use a 1st person shooter and show
    the character
  • Why Zombie Game? We all loves killing zombies
  • Why Horror over Comedy? Because our first lil
    johns lil adventure was funny, but comedy
    wouldnt work.
  • Why Dark over Bright? Because its scarier and it
    hides the simple models

7
New Features
  • The new Features we added were
  • Map
  • Pause
  • Lot of sounds-
  • Growing experience by Levels.
  • Zombie Lord
  • Zombie Kid
  • Limited Ammo and Ammo packs
  • Lamps
  • Dim Lights
  • Health bars , ammo bars , zombie lord bar
  • Zombies spawning everywhere and coming out from
    the ground

8
Management
  • Having regular meetings for brainstorming new and
    different ideas for the game.
  • Making a task and models list and allocating
    tasks to everyone.
  • Making a strict schedule for the execution of the
    required tasks
  • Dividing tasks between everyone and assigning
    weekly deadlines for the different assignments
  • After the basic game working and midterm
    presentation we decided to put in all the extra
    featured that would make our game Fun to
    play.
  • Started to short list the features that were
    do-able by the deadline.
  • assigned strong deadlines for completing the new
    features.

9
Game FSM
LOADING
START

INTRO
PLAYING
PLAYER VICTORY
PLAYER DEFEATED
RESTART
10
Zombie FSM
  • Zombies spawn from underground in a radius around
    the hero
  • Zombies follow hero and try to surround him
  • When player is some distance away zombies ignore
    him
  • Too far away, go underground

BORN
UNAWARE
ATTACK
CHASE
11
Zombie Lord FSM
  • Spawn at the most remote graveyard
  • When he is within striking range, randomly
    chooses next state
  • Can only be harmed in Roar State

BORN
UNAWARE
CHASE
ROAR
ATTACK
12
Main Hero
  • Action
  • Sprint forward
  • Sprint backward
  • Fire
  • Turn Left or Right
  • Regain Health
  • Killing earns you more life
  • Increase Killing Power
  • Killing gives you more power to make damage
  • Increase difficulty by levels

13
Audio
  • Shooting sound
  • Game music
  • Zombies Screaming
  • Zombies Spawning
  • Walking
  • Player getting hit
  • Picking up ammo
  • Power up
  • Zombie lord roaring
  • Zombie lord walking

14
Music
  • Soundtrack is a mixture of new age sounds and
    whale mating songs
  • We had lots of problems with looping of music.
  • Main problem PlayMusic function
  • Solution PlaySound with creative coding

15
Footsteps
  • Suitable footstep sound found
  • Animation sequence checked for footstep frames
  • Sound attached to frame

Frame 21
Left leg
Right leg
Frame 36
16
Art Buildings and Scenery
  • Buildings are simple in design to allow for a
    huge city
  • Trees and Haystacks are added for diversity

17
Art - Characters
  • The hero is made mostly by manually placing
    vertices
  • The zombies were made from cylinders
  • Getting the arms to look smooth and the textures
    mapped correctly was the hardest part

18
Art - Town
  • How to design a realistic city?
  • Cross-sections
  • Multiple choices for the player but not too
    maze-like
  • The purpose of the game is not puzzle solving

19
Final City Design
20
Art Zombie Lord
  • The hardest part was the animation
  • Six arms had to be controlled realistically

21
Displays
  • All the screens, help, map, exit, win, lose,
    story, start, options.
  • Hero health bar
  • Zombie lord health bar
  • Ammo Bar
  • Hero level display
  • Display when he transitions from one level to the
    other.

22
Web Development
  • We had a website.
  • Used PHP and HTML for website development
  • We have 4 pages on the website viz. About us,
    News, Download, Game Features
  • I kept updating the website regularly with news,
    photos, the executable game and midterm
    presentation.

23
Tradeoffs
  • Originally two levels were planned but the first
    one was huge and took too long.
  • Five guns were planned. That number went down to
    three, then two, then one.
  • Zombies were going to spawn from the graveyards
    only, but due to path finding problems we spawned
    them everywhere.
  • Hundreds of zombies made the game play too slow.
    Now they only exist close to the character.

24
Problems
  • Putting up the Bars
  • Collisions were a big challenge
  • Getting the walking for the zombie lord to look
    right.
  • All Sounds
  • Making the game difficult to play , and then we
    made it too difficult.
  • To get the animations to match the actual state.

25
Conclusion
  • Approaching game development in the future
  • The experience changed our view of commercial
    games
  • For more information please visit our website

    npsolutions.net/340g
    amers
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