Title: Final Presentation
1Final Presentation
Tom Priest in Zombie Holocaust by
2The 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
3Game 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
4Game 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
5Development
- 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.
6Why?
- 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
7New 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
8Management
- 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. -
9Game FSM
LOADING
START
INTRO
PLAYING
PLAYER VICTORY
PLAYER DEFEATED
RESTART
10Zombie 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
11Zombie 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
12Main 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
13Audio
- Shooting sound
- Game music
- Zombies Screaming
- Zombies Spawning
- Walking
- Player getting hit
- Picking up ammo
- Power up
- Zombie lord roaring
- Zombie lord walking
14Music
- 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
15Footsteps
- Suitable footstep sound found
- Animation sequence checked for footstep frames
- Sound attached to frame
Frame 21
Left leg
Right leg
Frame 36
16Art Buildings and Scenery
- Buildings are simple in design to allow for a
huge city - Trees and Haystacks are added for diversity
17Art - 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
18Art - 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
19Final City Design
20Art Zombie Lord
- The hardest part was the animation
- Six arms had to be controlled realistically
21Displays
- 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.
22Web 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.
23Tradeoffs
- 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.
24Problems
- 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.
25Conclusion
- 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