creating a 3-d game with spark engine lauren bissett, dan maguire, and nicholas woodfield
TRANSCRIPT
CSE 4939WMILESTONE 4: INTEGRATION
Creating A 3-D Game With Spark Engine
Lauren Bissett, Dan Maguire, and Nicholas Woodfield
INTRODUCTION General Overview Of Development
A 3-D Game With Spark Engine: Spark Engine Development Game Development
…So what have we been up to?
LAUREN'S TIMELINE
Feature January February March AprilDesign •Floor plans
•Character design•Content list
•More floor plans
Modeling •Playable character model based on character design•Level building•Prop building
•Level building•Prop building
•Level building•Prop building
Rigging •Generic skeleton•Rig generic skeleton
•Tweak rig for playable character
Animation •Assist in content pipeline development and testing by providing custom animations
•Walk cycle •Animate •Animate
Game •Lighting•Staging
•Lighting•Staging
DAN'S TIMELINE
Feature January February March April
Game •Puzzle design•Character design
•Research•Investigate game architecture•Gameplay
•Gameplay Design•Inventory Items•UI Design
•Gameplay•Inventory System•UI Graphics•Intro Sequence
AI •Review algorithms •Research•Path finding styles•Line of sight sequence
•Decision system layers•Path finding pseudo-code•Line of sight sequence
•Decision system code•Path finding code•Line of sight code
Audio •Compile expected effects •Sound effects•Background music
•Sound effects•Background music
•Sound effects•Background music•Voice acting
NICK'S TIMELINE
Feature January February March April
Engine •Lighting•Normal Mapping•Content Pipeline•Animation Research •General Architecture•Code Rewrites•Documentation
•Animation Package•Particle Effects System•Specular mapping•Parallax mapping (?)•Environmental mapping
•Collision Volumes•Collision Detection
•Honors Thesis
Lighting •Per-pixel implementation •Further development•Optimization•Portability
•Lightmapping
Particle Effects
•Basic particle system •Basic Particle System •Game-specific effects (Fire, Dust, etc…)
Continue
Game •Foundation•More robust collision/physics
•Specific gameplay mechanics•Stairs
Continue
INTEGRATION PLANS
Entry CriteriaA level! The Player, Enemies, AnimationsContentCollisionsEvent Triggers
INTEGRATION PLANS Entry Criteria for Lauren’s Work:
AnimationsPlayer (idle, walking, etc…)Enemy (attacking, moving, etc…)
Content ModelsLevel objects (levers, buttons, etc…)Static scene objects (statues, torches, etc…)
INTEGRATION PLANS
Entry Criteria for Nick’s Work: Extending the model pipeline
Introduction of collision volumes
Extend the engine classes Create game classes: Player, camera, etc…
INTEGRATION PLANS
Entry Criteria for Dan’s Work:A.I. Algorithms
Object resolutionDecision making styles
SoundAudio ManagerEffects & Music are fully mixed
INTEGRATION SEQUENCE1. Create a level!
2. Extend the engine classes
3. Extend the game classes (cam, input, etc)
4. Add player, enemies, and objects
5. Collision detection algorithm
6. Add events (objects collide, enemy sees player, player picks up item, etc…)
7. Event handling (play sound, move player/enemy, add item to inventory, etc…)
INTEGRATION PLANS (1. CREATE A LEVEL)
INTEGRATION PLANS (2. EXTEND ENGINE CLASSES)
Ability to interact with game classesManage classes & update scene
INTEGRATION PLANS (3. EXTEND GAME CLASSES)
Add game classes:PlayerInputCameraEnemiesObjectsTriggers
INTEGRATION PLANS (4. ADD PLAYER, ENEMIES, OBJECTS) Import modelsAdd objects
INTEGRATION PLANS (5. COLLISION DETECTION)
Collision Detection HierarchyBounding boxCollision VolumesTriangle Intersection
INTEGRATION PLANS (6. EVENTS)
Player interactions Walk / Run / Climb / CrawlPick up / use itemAttack
EnvironmentMove objectLight torchLevers, buttons, pulleys
Enemy interactionsSee playerMoveAttack
INTEGRATION PLANS (7. EVENT HANDLING)
Player interactionsSound effects (footsteps, exertion, clothes, attacking, etc…)Item Management (update inventory, controls, etc…)Attack (weapons do damage, take damage/wear, etc….)
EnvironmentSound effects (objects dragging, flying, burning, exploding, etc…)Particle effects (torch’s fire, dust from wind, mist from splash, etc…)
Enemy interactionsDecide how to get to player in the quickest mannerAttack when in rangePlay sound effects for certain attacks (arrow shot, sword clangs, etc…)
SO THAT'S A GAME, RIGHT?
There’s still a lot to do!Great framework set up
TestingDebuggingRevising
Introduction SequenceCut ScenesMultiple Game Modes
QUESTIONS?COMMENTS?
SUGGESTIONS?
Creating A 3-D Game With Spark Engine
Lauren Bissett, Dan Maguire, and Nicholas Woodfield