Difference between revisions of "GAM666/Team A*"

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|Load the world into memory from file (format to be decided). And render on screen.
 
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|cfbale
 
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|User input
 
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|Ability to recognize all user actions based on the control list above.
 
|Ability to recognize all user actions based on the control list above.
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|mahsan3
 
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|Camera placement and movement
 
|Camera placement and movement
 
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|Get the camera at a fixed angle looking down at the world. Ability to move it to all four locations.
 
|Get the camera at a fixed angle looking down at the world. Ability to move it to all four locations.
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|mahsan3
 
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|HUD
 
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|Create a HUD for displaying the players cash and the current selected node/tower. And what wave the player is on.
 
|Create a HUD for displaying the players cash and the current selected node/tower. And what wave the player is on.
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|Improve the starting UI's dialog box. Make it much more user friendly. (think Unity)
 
|Improve the starting UI's dialog box. Make it much more user friendly. (think Unity)
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Revision as of 21:22, 10 October 2012


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


Pathfinder

Project Marking Percentage

Group work:      40% 
Individual work: 60% +
-------------------------
Total           100%

Team Members

  1. Clinton Bale, Lead Programmer
  2. Jesse Santos, Programmer
  3. Hardik Sharma, Programmer
  4. Muhammad Ahsan, Programmer

Email All

Repository

Repo ID

svn://zenit.senecac.on.ca/dps901_123arep2/

Trunk Status

Refer to #teamastar for current trunk status.

Proposal

Our game will be a Tower defense styled game. Where enemies spawn on one side of the map and you have to prevent them from getting to their destination as they wind though the paths. The camera will be in a fixed position over the field. Looking down at the world at around a 30-45 degree angle. The player will be able to rotate this camera 90' around the field but that is it. The player will start with an undetermined amount of money that will allow him to buy towers to defend off the incoming waves. The towers will be modeled in 3DS max and imported into the game. The game will have a max of 2-3 towers upon finish. There are multiple types of waves that the player will encounter: fast waves, slow but strong waves and boss waves; There could be more depending on the time we have.

Outline

  • Fixed 3D camera looking down at the world on an angle from the four compass directions. (player controlled)
  • Multiple waves of enemies
  • Grid based tower placement.
  • Node based waypoint enemy movement.

Concept Picture

  • Note: 3D Representation not present in picture.
Team as concept.jpg










Controls

Keyboard

Left Arrow = Move camera 90' to the left.

Right Arrow = Move camera 90' to the right.

WASD = Move the currently selected tile around the level.

Space = Select tower or block

Ctrl = Place tower

F = Cycle available towers.

Xbox Controller

D-Pad Left = Move camera 90' to the left.

D-Pad Right = Move camera 90' to the right.

Left Thumb-Stick = Move the currently selected tile around the level.

A = Select tower or block

X = Place tower

Y = Cycle available towers.

  • Note: All controls above are subject to change.

To-Do List

Priority 1

Task Status Notes Assigned To
World loading / rendering Load the world into memory from file (format to be decided). And render on screen. cfbale
User input Ability to recognize all user actions based on the control list above. mahsan3
Camera placement and movement Get the camera at a fixed angle looking down at the world. Ability to move it to all four locations. mahsan3
HUD Create a HUD for displaying the players cash and the current selected node/tower. And what wave the player is on. jsantos13
Enemies Enemies that traverse the map using a node-based way pointing system.
Tower Building Move though the grid, select a node, select a tower and place it on that node.
Towers AI Towers shoot little pellets at the closest enemy from them AND damage them.
Lighting Towers will emit light. One giant light (the sun) across whole world.
Win/Lose Condition The player wins if he beats all the waves. The player loses if one enemy makes it to the other side. (subject to change)
Sound Add sound to projectiles firing and enemies dying. Sounds from here
Start Dialog Improve the starting UI's dialog box. Make it much more user friendly. (think Unity) jsantos13

Priority 2

Task Status Notes
Smooth rotating camera around the origin of the level. ...
To be decided ...
More Enemies More enemy types!
More Towers More tower types!
More Waves More waves!