(Working Title) 1. Introduction to the Game 2. Technical Details 3. Demo of the Prototype.

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(Working Title) (Working Title) 1. Introduction to the Game 2. Technical Details 3. Demo of the Prototype

Transcript of (Working Title) 1. Introduction to the Game 2. Technical Details 3. Demo of the Prototype.

Page 1: (Working Title) 1. Introduction to the Game 2. Technical Details 3. Demo of the Prototype.

(Working Title)(Working Title)

1. Introduction to the Game

2. Technical Details

3. Demo of the Prototype

Page 2: (Working Title) 1. Introduction to the Game 2. Technical Details 3. Demo of the Prototype.

Idea Development

Destruction of Buildings...

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Idea Development

...with Alien Balls

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Idea Development

Multiplayer

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Idea Development

Push The Opponents Out of The Field

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Idea Development

+ +

+ =

+

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Final Idea

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Game Border

Status Display

Player Ball

Destructable Buildings

Particle Systems

Abyss

Power-Up in Action

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Final Idea

-Goal: Push the Other Players Out of The City

- Multiplayer Party Game

- Easy to Pick Up And Play

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Power-Ups

• Hookshot

• Fire Bomb

• Ice Ball

• Hyperspace

• Energy Bumper

• Bouncy Ball

• Rocket Launcher

• Mines

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Hookshot

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Fire Bomb

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Ice Ball

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Hyperspace

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Energy Bumper

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Bouncy Ball

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Rocket Launcher

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Mines

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Technical Elements

• Game Logic

• Basic Physical Simulation

• Rendering System

• Particle Systems

• Building Physics

• AI

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Game Logic

• Defines game rules

• Gamestate management

• Power-ups

• Dead players

• Controller input

• …

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Basic “Physical Simulation”

• Crucial for the gameplay• Collision detection• Ball physics• Power up physics

• Rope physics Prototype

• High targets– Deformable terrain

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Rendering System

• Hierarchical scene organization

• Shadows

• Render Path Manager

• High targets– Shadow volumes that affect particles– Ambient occlusion (Extra)

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Particle Systems

• Building destruction• Power-ups• Explosions• …

• React on space warps (explosions) Prototype

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Building Physics

• Just visuals, no influence on gameplay

• Not necessary correct physical simulation

Protoype

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AI

• Agent AI = Enemies in SinglePlayer

• Pedestrians for a living city– High Target

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Functional minimum

• Prototype without special effects

(see demo in a second)

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Low target

• 3D buildings instead of boxes

• Particle effects

• 2-3 simple weapon power ups

• Basic sound effects

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Desired target

• Complete 3D content with shaders

• Overall look similar to concept art

• Shadows

• Music

• Balanced gameplay which is fun

• More power ups

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High target

• Crowd simulation for cars and people

• The ground is deformable

• Single player mode with basic AI

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Extras

• Advanced AI

• Ambient Occlusion

• Complex physics