Difference between revisions of "GAM666 Team C Major"
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{{GAM666/DPS901 Index | 20113}} | {{GAM666/DPS901 Index | 20113}} | ||
− | = Game | + | = Game: Sophie Slithers = |
+ | |||
+ | http://www.facebook.com/photo.php?v=10150438228483329 | ||
+ | |||
+ | == Project Marking Percentage == | ||
+ | <big> | ||
+ | Group work: 45% | ||
+ | Individual work: 55% + | ||
+ | ------------------------- | ||
+ | Total 100% | ||
+ | </big> | ||
+ | |||
== Repository == | == Repository == | ||
=== Repo ID === | === Repo ID === | ||
+ | |||
+ | svn://zenit.senecac.on.ca/dps901_113rep3 | ||
+ | |||
=== Trunk Status === | === Trunk Status === | ||
committed by [NAME] / being committed by [NAME] | committed by [NAME] / being committed by [NAME] | ||
== Team Members == | == Team Members == | ||
− | # [mailto:cgcheung@learn.senecac.on.ca?sujbect=gam666 Christopher Cheung], | + | # [mailto:cgcheung@learn.senecac.on.ca?sujbect=gam666 Christopher Cheung], level generation |
− | # [mailto:sftracy@learn.senecac.on.ca Sean Tracy] | + | # [mailto:sftracy@learn.senecac.on.ca Sean Tracy] object and video design, countdown, and score system. |
− | # [mailto:jquan4@learn.senecac.on.ca Jason Quan] | + | # [mailto:jquan4@learn.senecac.on.ca Jason Quan] Sound effects and music |
+ | # [mailto:nmirabella@learn.senecac.on.ca Nick Mirabella] OBJ model loading | ||
+ | # [mailto:jhanna6@learn.senecac.on.ca John Hanna] Controls, movement, and collision | ||
− | [mailto:cgcheung@learn.senecac.on.ca?subject=gam666 Email All] | + | [mailto:cgcheung@learn.senecac.on.ca,sftracy@learn.senecac.on.ca,jquan4@learn.senecac.on.ca,nmirabella@learn.senecac.on.ca,jhanna6@learn.senecac.on.ca?subject=gam666 Email All] |
== Proposal == | == Proposal == | ||
+ | Our team, C Major, proposes to create a video game that is a 3d variation of snake. This snake could either move around in 2 dimensions or 3 dimensions, but for now we will focus on getting the snake to move around in 2 dimensions, and perhaps move it to 3 dimensions later on. The snake could have blocks for placeholders to represent its head and body segments, and could later be replaced with a snake model represented by a head, body segments and possibly a tail segment. As in any snake game, there will be items that will pop up on the screen, that snake needs to eat, and if he eats them, he will grow longer, and get faster. If his head bumps into himself or his head bumps into a wall or the edge of the screen, it will die. Some of the items for the snake to eat will move about randomly. For example, there could be spiders and slugs that move around randomly. The slugs will probably move slower then the spiders. When the snake runs into an item it gets so many points depending on the item. The goal is to get the highest score. | ||
+ | |||
== Map of the World of the Game == | == Map of the World of the Game == | ||
− | == | + | == Instructor's Comments == |
+ | * need your grade breakdown | ||
+ | === Meeting Notes === | ||
+ | * identified areas of focus | ||
+ | ** static map holds most of the information | ||
+ | *** can be updated randomly | ||
+ | ** snake motion | ||
+ | ** object importing from 3ds | ||
+ | ** sound | ||
+ | *** around corners | ||
+ | * notes to remember | ||
+ | ** use many tiles for proper lighting | ||
+ | ** keep collision either axis aligned or tile-based | ||
+ | |||
+ | === Pre-Meeting Notes === | ||
+ | * no map | ||
+ | * there is no detail plan here - just a general concept | ||
+ | * you need a team leader to push this plan forward | ||
+ | * it is too difficult for me to comment on a general concept if you don't provide more detail | ||
+ | * try the following approach | ||
+ | ** take the framework and start to discuss how to modify it in the direction of your concept | ||
+ | *** as soon as you start this discussion a whole series of questions will arise | ||
+ | *** you will need to assign different tasks to different members in such a way as not to create dependencies | ||
+ | *** you will identify questions for me to answer | ||
+ | |||
== Any other thing you find necessary == | == Any other thing you find necessary == |
Latest revision as of 10:53, 13 December 2011
GAM666/DPS901 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources
Contents
Game: Sophie Slithers
http://www.facebook.com/photo.php?v=10150438228483329
Project Marking Percentage
Group work: 45% Individual work: 55% + ------------------------- Total 100%
Repository
Repo ID
svn://zenit.senecac.on.ca/dps901_113rep3
Trunk Status
committed by [NAME] / being committed by [NAME]
Team Members
- Christopher Cheung, level generation
- Sean Tracy object and video design, countdown, and score system.
- Jason Quan Sound effects and music
- Nick Mirabella OBJ model loading
- John Hanna Controls, movement, and collision
Proposal
Our team, C Major, proposes to create a video game that is a 3d variation of snake. This snake could either move around in 2 dimensions or 3 dimensions, but for now we will focus on getting the snake to move around in 2 dimensions, and perhaps move it to 3 dimensions later on. The snake could have blocks for placeholders to represent its head and body segments, and could later be replaced with a snake model represented by a head, body segments and possibly a tail segment. As in any snake game, there will be items that will pop up on the screen, that snake needs to eat, and if he eats them, he will grow longer, and get faster. If his head bumps into himself or his head bumps into a wall or the edge of the screen, it will die. Some of the items for the snake to eat will move about randomly. For example, there could be spiders and slugs that move around randomly. The slugs will probably move slower then the spiders. When the snake runs into an item it gets so many points depending on the item. The goal is to get the highest score.
Map of the World of the Game
Instructor's Comments
- need your grade breakdown
Meeting Notes
- identified areas of focus
- static map holds most of the information
- can be updated randomly
- snake motion
- object importing from 3ds
- sound
- around corners
- static map holds most of the information
- notes to remember
- use many tiles for proper lighting
- keep collision either axis aligned or tile-based
Pre-Meeting Notes
- no map
- there is no detail plan here - just a general concept
- you need a team leader to push this plan forward
- it is too difficult for me to comment on a general concept if you don't provide more detail
- try the following approach
- take the framework and start to discuss how to modify it in the direction of your concept
- as soon as you start this discussion a whole series of questions will arise
- you will need to assign different tasks to different members in such a way as not to create dependencies
- you will identify questions for me to answer
- take the framework and start to discuss how to modify it in the direction of your concept