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Production Team

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Segway vehicle type. Trent Cheznor segway character. Power chair vehicle type ... Segway. Driver: Trent Cheznoir. Speed: 100/100. Armor: 40/100. Weapon ... – PowerPoint PPT presentation

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Title: Production Team


1
(No Transcript)
2
Team
Production Team UMD Staff Pete Kinnunen Johan
Ljungman John Gaffrey Mike Manard Aaron
Stokes CSS Staff Don Behm James Kells Jeff
Nofs Gustavo Gonzales Nick Scarlet
3
Overview
  • Implement four unique looking and acting vehicles
    each with an appropriate AI for
  • Utilize a large volume of recorded voices to add
    to the dark humor atmosphere of the game
  • Have realistic physics for each vehicle based on
    its type
  • Areas of the map will serve as an advantage or
    disadvantage to a vehicle type

4
UML Diagram Use Case
5
Installation and Requirements
  • Installation
  • Please follow read the following requirements
    before installing this software.
  • System Requirements
  • Operating System Windows 98/Me/2000/XP/Linux
  • Processor Pentium III 1.0 GHz or AMD Athlon 1.0
    GHz or faster (1.2 GHz or faster recommended)
  • Memory 128 MB RAM minimum (256 MB recommended)
  • Hard Disk Space 300 MB free (Note this is for
    the mod only, it doesnt include space need for
    Unreal 2004)
  • CD-ROM Drive 8X Speed
  • Video 32 MB Windows 98/Me/2000/XP-compatible
    video card (64 MB NVIDIA GeForce 2 or ATI Radeon
    Hardware TL card recommended)
  • Sound Windows 98/Me/2000/XP-compatible sound
    card (NVIDIA nForce or other motherboards/sound
    cards containing the Dolby Digital Interactive
    Content Encoder required for Dolby Digital audio.
    Sound Blaster Audigy 2 ZS card recommended.)
  • DirectX DirectX version 9.0b (included) or
    higher
  • Modem Not needed for Alpha release.
  • Indicates device should be compatible with
    DirectX version 9.0b
  • or higher.
  • Installation Instructions
  • 1. Start Windows 98/Me/2000/XP.
  • 2. Click on the .exe file and follow all
    installation instructions.
  • 3. Click on the shortcut icon on your desktop to
    start the game.

6
Game Mechanics
  • Camera position 1st or 3rd person views
  • Because of the Deathmatch nature of the game
    there will be no save feature
  • Being able to play as 4 unique vehicle types will
    add to the replay ability as well as a map with
    unique areas that either give advantages or
    disadvantages to certain vehicle types

7
Game Mechanics Cont.
  • The HUD must take up little space on screen
  • User must be able to fully view the vehicle and
    surroundings
  • Requirements will be health, timer, weapon info
  • Health info will utilize vehicle portraits where
    the image and color gives the status of vehicle
  • Before entering a level, the game will display a
    intro screen, detailing the story

8
HUD without final art
Weapon Info
Health
Timer
9
Game Play Details
  • It is a third person driving battle game
  • Single player, with possibility of multiplayer
  • Game modes Death match and item keep away
  • Similar to Mario Kart battle mode or Twisted
    metal
  • Dark Humor with slightly cartoon-like art design
  • One playable level secretary of states driver
    renewal battle arena
  • Will include voice acting
  • Upon defeat of a character, they lose all their
    items that they collected allowing the victor to
    steal such items. The defeated will respawn
    elsewhere
  • Each game ends after a certain time has passed or
    after a target score is reached (either by kills,
    or score by keeping away an item)

10
User Manual Story Line
  • Wake up old man! Its time to kill or be killed!
  • This demo will feature one playable level The
    Secretary of States Sunday Driver Renewal Arena
    in Boca Raton, Florida. Inside this massive,
    state of the art, public entertainment facility
    lies the track. On it, you will be forced to
    prove your worth in a society whose main source
    of entertainment is the perpetuation of your
    extermination. In short you are already dead.
    Play as one of four characters pit against each
    other in state funded blood sport, where every
    wave of the checkered flag could mean an early
    retirement for you.Better make sure that
    decrepit old foot of yours still has some lead in
    it there pappy, cause believe me your ass is
    gonna need it out there in the Drome. Not like
    youll remember this, but survive the race and
    finish first and Government Z will allow you to
    live for a whole nother year and you might even
    get that license renewed too. Now get out there
    you old bastard, and show the world why you still
    deserve to live!

11
Story Boards
12
Story Boards
13
Story Boards
14
Controls
  • The default controls will be the keyboard
  • Keyboard
  • Movement key
  • Movement Key
  • Fire Left Mouse Button
  • Alternate Fire Right Mouse Button
  • Move Forward (Accelerate) Up Arrow (or W)
  • Move Backward (Reverse) Down Arrow (or S)
  • Steer Left Left Arrow (or A)
  • Steer Right Right Arrow (or D)
  • Next Weapon Mouse wheel Down or Number Pad
    Plus()
  • Previous Weapon Mouse wheel Up r Number Pad
    Minus (-)
  • Switch to Last Weapon B
  • Switch to Best Weapon G
  • Change Perceptive F4

15
Level Summary
  • Will be a futuristic looking death arena
  • Areas of the map be advantageous or
    disadvantageous to certain vehicle types

16
Initial Level Design
17
Artificial Intelligence
  • Most vehicles will have behaviors takings
    advantage of the strengths or weaknesses of the
    vehicle
  • Will build upon default AI for each unreal
    vehicle that our vehicles are based on
  • AI will follow the paths set up within the level
  • For player detection, will use the default UT2004
    code
  • Motion will use the standard unreal methods for
    vehicles animation
  • The three vehicles other than what the user
    chooses default to AI

18
Artificial Intelligence Cont.
  • Specific level puzzles will probably not be
    implemented due to the vehicle combat focus of
    the game
  • The map itself will be modeled to have traps or
    disadvantageous areas for certain vehicle types
  • Special actions by vehicles will be the
    interesting physics of each unique weapon

19
Game Progression
  • User selects the game mod in order to play
  • User selects player/vehicles from menu
  • A short game intro and story screen will be
    displayed for the user before entering the game
  • User battle AI vehicles not chosen until the
    Deathmatch game goal is reached
  • Game restarts until player chooses to quit

20
Flowchart






21
Data Dictionary
  • All data described here are specific unreal class
    .uc files for each area of the game but can also
    include the map file as well as the texture,
    animation/mesh, and sound files
  • HUD head up display class
  • Game Type modified Deathmatch, forces players
    into vehicles, and spawning and respawning
    functionality

22
Data Dictionary Cont.
  • Segway vehicle type
  • Trent Cheznor segway character
  • Power chair vehicle type
  • Big Grampy Cane power chair character
  • Rascal scooter vehicle type
  • Nano Nana rascal character
  • Iron Lung vehicle type
  • Dolph Lunggrim iron lung character

23
Data Dictionary Cont.
  • Weapon pawns and projectiles are all included
    under each vehicle .uc file

24
Vehicles
Segway Driver Trent Cheznoir Speed 100/100
Armor 40/100 Weapon Power 60/100 Special
Fast Negative Low Health
25
Vehicles
Rascal Driver Nano Nana Speed 70/100 Armor
60/100 Weapon Power 70/100 Special Medium
speed, powerful cat launcher attack Negative Not
the best at anything
26
Vehicles
Negative Slower
27
Vehicles
Negative slowest, cant move while firing
Concept Model not finalized
28
Test Plan Strategy/Cases
  • Test if HUD works with gametype, vehicles
  • Test if character is situated right within
    vehicle
  • Test hit boxes of vehicles
  • Test physics of each vehicle
  • Perfecting one vehicle will make implementing the
    rest faster
  • Test game installer, ease of use
  • Check if game ends appropriately for each vehicle
    when deathmatch goal is met
  • Make sure that weapons with each vehicle aim and
    move appropriately

29
Test Plans Cont.
  • Schedule
  • Week of 4/1 Finalize Beta, have all game
    components made, not finalized
  • Week of 4/8 Finalize most of game components
    with final art and in game
  • Week of 4/15 Begin testing, tweak physics,
    balance game play
  • Week of 4/22 Finish testing, finalize game
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