Zombie Robots, the Game- An EECS 494 Game Design Project
December 10th, 2009
Wing Hong Ko (Chris Hasson, Brian Nixon)
Presented in Technical Communication 496
AgendaIntroduction/ObjectiveBackground InformationDesign
◦Game Engine Graphics, Physics, Control
◦Features Guns Ambience Multiplayer
Conclusion
IntroductionEECS 494 – Game DesignProject RequirementsOur Idea
◦Dual-Wielding guns◦Use of Ambience Effects◦Multiplayer
Background InformationStory and Premise
◦Dark night haunted by Zombie (Robots)
◦Player the last of humanity, on the run
◦Special dual-wielding ability◦Importance of Light
Background Information◦Combining weapons in the inventory
Usually permanent
◦Just a “shoot everything in sight” game
Background InformationOur Approach:
◦Two different weapons at the same time Can shoot independently Can shoot simultaneously for a third
firing mode
◦Ambience Use of sound effects to alert player Necessitates the use of flashlight
Design – Game EngineGraphics Engine
◦Ogre3D (with help of OgreMagic, OIS)
◦Object-oriented “Graphics Rendering Engine”
◦Scene nodes◦Shaders◦Said to be best open-source graphics
engine
Design – Game EngineGraphics Engine – limitation
◦ONLY a graphics engine◦No Game State◦No simple User Interface solution◦No controller◦No physics!
Design – Game EnginePhysics Engine
◦Bullet
◦Handle Collision automatically◦Used widely in other applications –
e.g. Maya
Design – Game EngineControls
◦XInput◦OGRE’s OIS limited functionality◦Support independent axis for
triggers Vital to our design
Design – Game ArchitectureObject-oriented, “managed”
Input Listener
Frame Listener
Render Listener
Game State
Player Mananger
Control Manager
Enemy Manager
Scene Manager (Ogre)
Player 1Player 2
::
Control Scheme 1
Control Scheme 2
::
Basic Zombie 1Advanced Zombie 1
Basic Zombie 2::
Plasma Bullet 1Shock Bullet 1Shock Bullet 2
::
Design – Features Guns: Attributes
◦Fire – damage over time. Defeats Ice◦Ice - slows enemy. Defeats Shock◦Shock – concusses enemy. Defeats
Fire◦Light – deals high damage
Shock
Ice Fire
Design - FeaturesGuns, two categories
◦Physical Revolver Shotgun Missile Launcher Crossbow Sword
◦Magical Flame Thrower - Fire Freezer - Ice Shock Lance - Shock Flash Light - Light
Design - FeaturesGuns, two categories
◦Physical Revolver Shotgun Missile Launcher Crossbow Sword
◦Magical Flame Thrower - Fire Freezer - Ice Shock Lance - Shock Flash Light - Light
Design - FeaturesGuns, two categories
◦Physical Revolver Shotgun Missile Launcher Crossbow Sword
◦Magical Flame Thrower - Fire Freezer - Ice Shock Lance - Shock Flash Light - Light
Design - FeaturesGuns, two categories
◦Physical Revolver Shotgun Missile Launcher Crossbow Sword
◦Magical Flame Thrower - Fire Freezer - Ice Shock Lance - Shock Flash Light - Light
Design - FeaturesGuns, two categories
◦Physical Revolver Shotgun Missile Launcher Crossbow Sword
◦Magical Flame Thrower - Fire Freezer - Ice Shock Lance - Shock Flash Light - Light
Design – FeaturesAmbience
◦3D Sounds◦For players to determine enemy
position◦Flash light◦Firing of weapons attract enemies
Design - FeaturesGame Resources
Resource Produced/ Created By Consumed By
Player life Player starts game with full life. Restores automatically over time.
Decreased when the player is damaged.
Money Players start with zero money. Earned by damaging or destroying Zombie-Robots.
Used by players to pickup and use new weapons or to revives themselves after falling.
Time Hidden timer counts the time until the next wave of enemies arrives.
Counts down to zero, then resets to the time until the next wave.
Score Players begin the game with a score of zero points.
Increased based on the player’s damage. More awarded for accurate shots.
Weapon cool down
When each weapon is fired, time added to the cool-down timer. If the time reaches the max, the player will be unable to use that weapon until the timer expires.
Decreases to a minimum of zero at a continuous rate while player not firing the weapon.
ConclusionsZombie Robot – a new take on
FPS◦Simultaneous firing of 2 guns◦Use of Ambience Effects◦Multiplayer on single-screen
Game Engine◦Graphics: OGRE3D◦Physics: Bullets◦Control: XInput
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