63rd Gallon Mike Dapiran, Brian May, Richard Pospesel, Bert
Transcription
63rd Gallon Mike Dapiran, Brian May, Richard Pospesel, Bert
Tribernetica 63rd Gallon Mike Dapiran, Brian May, Richard Pospesel, Bert Wierenga Tribernetica • 2.5D Action Platformer • Blend of combat and platforming • Three elemental power states that combine platforming and combat Motivation • Classic Platformer • Modern graphic style • Scope Design • Three element system • Combat ▫ Typed enemies • Platforming ▫ Level design Heat • Medium • Good platforming and melee combat • 360 degree dash on switch – gives the player some ranged capacity Cold • Light • Ranged basic combat • Jump height proportional to ground speed • Sonic-inspired running Iron • Heavy • Melee basic combat • Lightning cloud spawns at cursor on switch ▫ Works as damage cloud and platform Enemies • Melee ▫ Attacks with a pickaxe • Ranged ▫ Shoots bullets at the player • Collector ▫ Collects power-ups • All enemies have an elemental type Bosses • Cave boss ▫ Cold drill and laser ▫ Platforms ▫ Heart • Wasteland boss ▫ Giant mechanical moose with crab legs ▫ Lightning shoots from his eyes ▫ Fists covered in ice Environment Design • Cave and Wasteland fit in with the narrative • Help to build the sense of a coherent world • Disparate visual styles keeps the experience engaging between levels Demo Individual contributions • Brian ▫ Art ▫ Level Design ▫ Game Design ▫ Research Tutorial series on effective game art creation Individual contributions • Mike ▫ ▫ ▫ ▫ Particle Systems Combat Animation System Research: Tessellation Effects Individual contributions • Richard ▫ Engine Design / Library Integration ▫ Avatar Controller ▫ Boss Battle Design and implementation ▫ Research: Task Based Multithreading in the Hogshead Game Engine Individual contributions • Bert ▫ Lighting/Shadow programming ▫ AI programming / design ▫ UI / Camera programming ▫ General programming support ▫ Research: Pathfinding In a 2.5D Platformer for AI Navigation Development Process • Project management • Winter schedule ▫ Open-ended, broad goals on a long time-line ▫ Big tools ▫ Design ▫ Art pre-production • Spring schedule ▫ First 5 weeks more general ▫ After 5 weeks, Monday / Thursday check-ins ▫ Last 2 weeks crunch Postmortem • What went right? • Design ▫ Found the fun ▫ Deliberate design ▫ Most polish and balance any of us have achieved ▫ Most gameplay content any of us have made Postmortem • What went right? • Project management ▫ Carefully planned timelines ▫ Work 7 days a week ▫ At least 8 hours a day ▫ Very well defined roles on team ▫ Clearly defined goals and objectives Postmortem • What went right? • Technical ▫ Heavy tools done in preproduction (winter quarter) Renderer, animation and content importing, physics, collision, and Maya as level editor ▫ Able to adapt what we needed from what we had at the end of winter ▫ Ease of use of the engine Modular Postmortem • What went right? • Art ▫ High volume ▫ Coherent style ▫ Most art for a game that we have ever made ▫ Learned a lot about art direction Postmortem • What went wrong? • Art ▫ Not enough time per asset ▫ Learned a lot about art direction • Scope creep ▫ We planned for too much ▫ Did not realize how long things would take ▫ Available resources didn’t line up with our expectations • Too much to do / Too many hats ▫ None of us could focus on any one thing Future work • List of bugs / issues • More ▫ ▫ ▫ ▫ ▫ Content Enemies Levels Environments Everything • Refinement ▫ Combat ▫ Difficulty curve ▫ Tutorial • Optimizations Thank you! Professor David Schwartz, Andy Phelps, Chris Egert, Elouise Oyzon, Al Biles, and Joe Pietruch Special thanks to Steve Oyarijivbie, Ben Dapkiewicz, Al Allport, and Cameron McKenzie Questions