Difference between revisions of "DPS905 Hic Sunt Dracones"

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(Trunk Status)
(Added lots of info about the audio engine changes)
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== Information ==
 
== Information ==
All resource files (textures, models) can be found in <br />
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Our code uses the June 2010 DirectX SDK. You'll need to uninstall the August 2007 SDK, and install the June 2010 SDK.
<code>\branches\resources</code>
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Download the code from svn trunk, and compile.
 +
The application won't run until you copy <Project Root>/resources/dlls/*.dll to the <Project Root>/Debug or <Project Root>/Active folder. It'd be nice to figure out a way to get the compiled .EXE to reference the dll's by itself.
  
These need to be copied into the placeholder resource folder where the code exists
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All resource files (audio, models, textures) can be found in <Project Root>/resources
  
 +
Audio files (.xwm) are encoded in the xWMA format, which offers 30x compression ratios over regular WAVE files. The audio engine is perfectly capable of playing .wav files without any modification, but you should encode them using the xwmaencode tool located in the DirectX SDK Command Prompt before committing to the repository.
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 +
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Right now audio files are only played globally. Jon will be implementing X3DAudio within the next few days.
  
 
== Repository ==
 
== Repository ==

Revision as of 23:44, 15 November 2010


GAM666/DPS901 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources


Razed by Fire

Project Marking Percentage

Group work:      25%        (25 <= xx <= 50)
Individual work: 75% +      (50 <= xx <= 75) 
-------------------------
Total           100%

Information

Our code uses the June 2010 DirectX SDK. You'll need to uninstall the August 2007 SDK, and install the June 2010 SDK. Download the code from svn trunk, and compile. The application won't run until you copy <Project Root>/resources/dlls/*.dll to the <Project Root>/Debug or <Project Root>/Active folder. It'd be nice to figure out a way to get the compiled .EXE to reference the dll's by itself.

All resource files (audio, models, textures) can be found in <Project Root>/resources

Audio files (.xwm) are encoded in the xWMA format, which offers 30x compression ratios over regular WAVE files. The audio engine is perfectly capable of playing .wav files without any modification, but you should encode them using the xwmaencode tool located in the DirectX SDK Command Prompt before committing to the repository.


Right now audio files are only played globally. Jon will be implementing X3DAudio within the next few days.

Repository

Repo path

svn://zenit.senecac.on.ca/dps901_103rep8


Trunk Status

committed by SWeerdenburg[11/15/2010 :: 11:00pm]

Team Members

Group Email


Meetings

  • IRC
    • Sundays at 9pm in channel #HSD on irc.FreeNode.net
  • TEL Open Lab
    • Thursdays from 9:50 - 11:40 in TEL Open Lab

Game Information

Phase 1

Proposal

Our game is a third-person action shooter where the user is a dragon that is flying over villages and attempting to reign havoc. In reaction to the attacks soldiers gather in increasingly greater numbers and try to fight back against the dragon. The dragon will be able to destroy both the villages and the soldiers by shooting fire at them. The rate that villages & soldiers appear at will increase over time making it more difficult to kill enough to keep their numbers down.


A bar at the top of the screen will represent how close the number of soldiers is to reaching the amount required to 'fight you off'. Once the bar is full you the game ends and your score is awarded. The goal is to kill soldiers at a fast enough rate to lower the bar and survive the longest while destroying all the villages that you can.


Some technical design challenges include adding controller support for mouse, keyboard and maybe joystick and algorithms for choosing where and when to create new buildings or villagers.


The initial version of our game will include:

  • villages as simple cubes
  • soldiers as simple rectangles
  • flat level ground for the world
  • ability to look around with a mouse and steer with keyboard. Movement is on x and y planes but not z, the dragon is at a fixed elevation in the air.
  • a 'shoot' mechanic to attack cubes and rectangles


Later versions -could- include (time permitting):

  • increasing numbers of soldiers with bar showing representation of numbers
  • dynamic village and soldier placement
  • multiple attacks using a 'rock paper scissor' concept with certain attacks needed for certain targets. Make the user need to think about their attack choice
  • some visceral feedback to user (such as: slight screen bob with dragon's wings, more dramatic elongated perspective when flying forward to make it feel faster, screen shakes and bobs to various things like attacks, etcs)
  • extra terrain details
  • line of sight checks
  • collision detection


Likely Improvements To Engine

primary focus areas

graphic improvements Daniel, Kaitlyn
game logic, camera, world James
improvements to audio, specifically to use OOG files Jon
fog, emissive light Kaitlyn
collision detection Steven
add stock objects (sphere, torus, etc.), more primitives Steven
import model script Daniel


other possible

computer a.i. logic
comprehensive camera motion

Game Mockups

  • Objects
Btp901-fall2010-HSD-mockups-objects.jpg
  • Interface
Btp901-fall2010-HSD-mockups-Interface.jpg
  • Possible Map of the World of the Game
Btp901-fall2010-HSD-mockups-map.jpg


Phase 2

Information

Class Diagram

HSD ClassDiagram.png

Screenshots

Water.JPG

BTP901-fall2010-HSD-sceenshot-Skybox.JPG

Dragon4.jpg

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