Graphics and Client Design Overall Game Design Doug Camin.

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Graphics and Client Design Overall Game Design Doug Camin
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Transcript of Graphics and Client Design Overall Game Design Doug Camin.

Page 1: Graphics and Client Design Overall Game Design Doug Camin.

Graphics and Client Design

Overall Game DesignDoug Camin

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The Watson Game

Opens to splash screen

User enters login\pass and either creates player or accesses existing

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Game Play

Win by achieving a 4.0 GPA

Earn GPA by completing challenges

Advance through classes by completing set number of challenges

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Game Display

Top portion of screen shows building and can be navigated with mouse or keyboard

Lower portion is view port, shows necessary game information: Knapsack Map GPA Elapsed challenge time

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Challenges

Challenges are linear – only one at a time

Game has six predefined challenges All are stored on server, can be changed

Challenge grade based on two main factors: Time to completion (elapsed time) Pre-defined attributes for character

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Challenges Continued

To complete a challenge, user must: Have all items to complete challenge in

knapsack Select all items required and click

“Complete Challenge” button

If challenge is not completed in time allotted, .25 subtracted from GPA

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Items

The game has eight items for use: Pencil Paper Computer Soda Candy Bar Money Books Printer (or printed pages)

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Winning The Game

Each player wins when they achieve a 4.0 GPA

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Challenge Class

In client, this class will load and store all challenge information from the server

Information loaded at start time

Provides interface to locally access current game challenges

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The Knapsack

Presented bySamantha Weitzman

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Item Class Objects

int Item_IDstring item_TypeContain methods to retrieve the ID and Type

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Predefined Item Types

computerprintersoda

candy barmoneybook

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Knapsack Class

Contains a vector of ItemsMethods to add, remove, & use Items insert_Item(string item_name) insert_Item(int item_id) remove_Item(string item_name) remove_Item(int item_id) Item use_Item(string item_name) Item use_Item(int item_id)

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Knapsack Interaction

When a player ‘uses’ the group of items for a challenge, they are ‘removed’ from the knapsack and placed back into the game play

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Player Creation

Presented by Dominic Tsang

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Client Side Implementation

Class named PersonClassWe are client group so this is strictly our implementation but it will be pretty important to others as wellRelevant for:

Group 1: Challenge Information

Group 3: Character Creation Challenge Dispatching

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PersonClass Object

KnapSack

PersonClass PersonClass Holds private

variables such as GPA, attributes

KnapSackClass Exists within

PersonClass

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Person Attributes

Decided through group developmentAttributes can only be raised through initial distribution or through task completionsSo far we have decided: Stamina – how well a character deals with the

unremitting cascade of work a CS major is expected to face

Humor – see poor attempt above Health – undecided on its affects on game play Intelligence -undecided 1 more planned! Input welcome!

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Flow Diagram

PersonClass

Main Client Program

KnapSack

Other Client Side Classes

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PersonClass Also Contains Information On…

Position of playerCompleted task countCharacter nameCurrent challenge attempting…more to come Student standing? Fatigue?

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Additional comments…

Logically this class will act as the file to be “saved”Will have no direct connection to anything but knapsack and main client program – all server and db communication handled through protocol handler

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Graphics and Client Design

User InterfaceMo, JianYi

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Class HotSpot

predefinedRepresentation Rectangle

Where? Hallway and offices

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Class HotSpot

Types Item (1) Challenge (2)

Player can acquire the itemPlayer must accept the challenge

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Class InteractionManager

manipulates the interaction between the player and the challenge

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InteractionManager

InteractionManager

ChallengeHotSpot Person

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InteractionManager

Challenge Linear (one at a time) Caused by collision with hot spots

Manager class will start timer on the challengeGPA increases if the play completed the

Challenges on time

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InteractionManager

If the play completed the challenge, the manager will update the attributes of the player and the items in the knapsack

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Protocol HandlerError Handler

Luis Miranda

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Protocol Handler Overview

ProtocolInterface

MessageTypes

MessageHandler

Socket

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Protocol Interface

The main class used by the client program to communicate with server. Note the order of communication.

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Protocol Interface Methods

Connect to Server Login User Load User , Save User, Create New User Get Current Player List Update Game State Get Knapsack Info Get Challenge Info Get Item Info Disconnect

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Message Handler

Packets will be sent to the server through this class. The type of packet to send is determined by the Protocol Interface. Contains a queue of messages being sent to the server. Server may be busy. Messages will not contain a priority, all packets

are of equal importance.

Incoming data from the server will be sent to the appropriate client object. Example: Information about Person will be sent

directly to Person Object.

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Message Types

Contains the structure of the different packets to be sent to the server. A save packet will have different information than a load items packet. These types must be recognized by the server. This is done be having a standardized ID for each packet type.

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Socket

Contains all protocol logic such as send and receive packet. Also used to connect to a server listening on specific port and IP. Provided by Todd Barron.

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Graphics Handling and GUI

Bedros Magardichian

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GUI and Game Scenes

Menu Scene- Log in screen and select gaming options

GamePlay Scene- Display 3D world and stats viewport

Knapsack Scene- Display contents of knapsack

Challenge Scene- Display Challenge Screen

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Game Scene Menu

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Game Scene 3D

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Knapsack Scene

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Challenge Scene

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Game Scene Inheritance

CWatsonGame

CWatsonGameMenu

Displays Menu

CWatsonGamePlay

3D game play and Viewport

CWatsonGameKnapsack

Display visual knapsackcontents

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Rendering

3D OpenGL Navigate through 3D model of Watson Building Final model will include textures to represent Watson building

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3D Watson Model

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Navigation

First person video game walking- look with mouse- walk with keyboard

Collision Detection from generated mesh Issues – passage ways must accommodate diameter of collision sphere of person

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Error Handler

Accessible by all classes of the client program. User may post error messages to the Error Handler object. Can force a save game state, to help

prevent corruption of data. Writes error message to log file Displays error message on screen Can send error message to the server