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
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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
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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