Graphics Qubed SCE Presentation of Epoch: Relic of Time.
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Transcript of Graphics Qubed SCE Presentation of Epoch: Relic of Time.
![Page 1: Graphics Qubed SCE Presentation of Epoch: Relic of Time.](https://reader035.fdocuments.us/reader035/viewer/2022081520/5697bf7a1a28abf838c82aec/html5/thumbnails/1.jpg)
Graphics Qubed
SCE Presentation of
Epoch: Relic of Time
![Page 2: Graphics Qubed SCE Presentation of Epoch: Relic of Time.](https://reader035.fdocuments.us/reader035/viewer/2022081520/5697bf7a1a28abf838c82aec/html5/thumbnails/2.jpg)
Introduction
• Team: Graphics Qubed• Roles:
– Team Leader ( Audrey Wells )
– Lead Architect and Tester ( Sean Matthews )
– Configuration Manager ( Peter Dudek )
• Project: – 3D Graphical Computer Game
– Epoch: Relic of Time
![Page 3: Graphics Qubed SCE Presentation of Epoch: Relic of Time.](https://reader035.fdocuments.us/reader035/viewer/2022081520/5697bf7a1a28abf838c82aec/html5/thumbnails/3.jpg)
Outline of Main Points
• Initial Goals• System Structure and Design• System Features• Problems Encountered• Demonstration of Game
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Initial Goals – Completed
• Simple 3D Adventure-RPG Game• Multiple levels, each containing several rooms• Variety of textures to make interesting levels• Objects and characters to interact with• User Interface for inventory objects• Story screens between levels
![Page 5: Graphics Qubed SCE Presentation of Epoch: Relic of Time.](https://reader035.fdocuments.us/reader035/viewer/2022081520/5697bf7a1a28abf838c82aec/html5/thumbnails/5.jpg)
Initial Goals – Eliminated
• Artificial Intelligence for characters• Health levels and other player statistics• Hazards that lower player health• Expanded User Interface
![Page 6: Graphics Qubed SCE Presentation of Epoch: Relic of Time.](https://reader035.fdocuments.us/reader035/viewer/2022081520/5697bf7a1a28abf838c82aec/html5/thumbnails/6.jpg)
System Structure and Design
• Object-Oriented Design:– Tools:
• C++ Programming Language
• OpenGL: Widely used API (Application Programming Interface) for 2D and 3D graphics
– Object Classes:• Level Class
• Tile Class
• Player Class
• Item Class
• Interface Class
• COGLTexture Class
• Main Module
![Page 7: Graphics Qubed SCE Presentation of Epoch: Relic of Time.](https://reader035.fdocuments.us/reader035/viewer/2022081520/5697bf7a1a28abf838c82aec/html5/thumbnails/7.jpg)
OpenGL Sample Codevoid Tile::drawPit(int x, int y, COGLTexture tex){
float t = tileSize;
tex.SetActive();
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_POLYGON);
glTexCoord2f(0, 0);
glVertex3f(t * x, -t, t * y);
glTexCoord2f(0, 1);
glVertex3f(t * x + t, -t, t * y);
glTexCoord2f(1, 1);
glVertex3f(t * x + t, -t, t * y + t);
glTexCoord2f(1, 0);
glVertex3f(t * x, -t, t * y + t);
glEnd();
}
![Page 8: Graphics Qubed SCE Presentation of Epoch: Relic of Time.](https://reader035.fdocuments.us/reader035/viewer/2022081520/5697bf7a1a28abf838c82aec/html5/thumbnails/8.jpg)
System Structure and Design
• Level Design:– 2D arrays of data
– A integer key describing tile types0 – Empty
1, 3, 5 – Individual Wall Types
2, 4, 6 – Individual Floor Types
7 – Tree
8 – Pit
9 – “Special” Floor
![Page 9: Graphics Qubed SCE Presentation of Epoch: Relic of Time.](https://reader035.fdocuments.us/reader035/viewer/2022081520/5697bf7a1a28abf838c82aec/html5/thumbnails/9.jpg)
Level Array Sample Codeint roomSix[15][15]={
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,3,3,3,3,3,0,0,0,0,0},{0,0,0,0,3,3,4,4,4,3,3,0,0,0,0},{0,0,0,3,3,4,4,4,4,4,3,3,0,0,0},{0,0,3,3,4,4,4,4,4,4,4,3,3,0,0},{0,3,3,4,4,4,3,4,3,4,4,4,3,3,0},{0,3,4,4,4,3,3,4,3,3,4,4,4,3,0},{0,3,4,4,4,3,4,4,4,3,4,4,4,3,0},{0,3,4,4,4,3,4,4,4,3,4,4,4,3,0},{0,3,3,4,4,3,3,3,3,3,4,4,3,3,0},{0,0,3,3,4,4,4,4,4,4,4,3,3,0,0},{0,0,0,3,3,4,4,4,4,4,3,3,0,0,0},{0,0,0,0,3,3,4,4,4,3,3,0,0,0,0},{0,0,0,0,0,3,3,3,3,3,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}
};
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Level Array Sample
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System Structure and Design• Game Scripting:
– Overview of scripting
– Very verbose and tedious!
• Player Scripting:– Keep track of player coordinates
and direction
– Item and tile collision
– Switching between rooms in a level
• Item Scripting:– Assigning certain tasks to items
– Pop-up dialogue boxes
– Very verbose and tedious
![Page 12: Graphics Qubed SCE Presentation of Epoch: Relic of Time.](https://reader035.fdocuments.us/reader035/viewer/2022081520/5697bf7a1a28abf838c82aec/html5/thumbnails/12.jpg)
Item Scripting Sample Codeif(door.isItemInRoom()){
if(isItemInWay(door, pX, pY, pDir) && avatar.getHasBronzeKey()){
door.setItemInRoom(false);
door.setItemUsed(true);
bronzeKey.setItemInInventory(false);
bronzeKey.setItemUsed(true);
theInterface.setLeftTexture(leftInterfaceTex);
avatar.setHasBronzeKey(false);
//Load pop-up “Door is unlocked”
}
else if(isItemInWay(door, pX, pY, pDir)){
//Load pop-up “Door is locked”}
}
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System Features• Texture Mapping: The process of superimposing a 2D texture or pattern over the surface of a 3D graphical object. This is an efficient method for producing the appearance of texture, such as that of wood or stone, on a large surface area.
![Page 14: Graphics Qubed SCE Presentation of Epoch: Relic of Time.](https://reader035.fdocuments.us/reader035/viewer/2022081520/5697bf7a1a28abf838c82aec/html5/thumbnails/14.jpg)
System Features
• 3D Items:– Multiple planes in 3D space
– Doors, stairs, characters
• 2D Items:– Placed over a flat floor tile
– Textured to look like a 3D object
– Levers, keys
Items placed throughout the game’s environment add variety and interactivity.
![Page 15: Graphics Qubed SCE Presentation of Epoch: Relic of Time.](https://reader035.fdocuments.us/reader035/viewer/2022081520/5697bf7a1a28abf838c82aec/html5/thumbnails/15.jpg)
System Features
• Level Design– Using tile types to create a
variety of environments
– Levels have unique time themes
• Level Puzzles– Interacting with other characters
– Using objects to accomplish goals
– Navigating complex terrain
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Problems Encountered
• Creating class structure• Setting up OpenGL 3D space• Enabling texture-mapping• Running out of texture memory• Time constraints
Prevented us from adding audio and additional levels (especially bigger, better, and more challenging ones)
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Project Demonstration