Difference between revisions of "GAM666 Slap Your Grandma"
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* We could start by making a box that can jump which will eventually become the player | * We could start by making a box that can jump which will eventually become the player | ||
* Alter the original course design from a curved path to intersecting linear paths (see Figure 4) | * Alter the original course design from a curved path to intersecting linear paths (see Figure 4) | ||
+ | **[[File: Map_2.jpg]] | ||
* Each team member should choose an object to model | * Each team member should choose an object to model | ||
* Coordinates should be added to the level | * Coordinates should be added to the level |
Revision as of 10:46, 7 October 2010
GAM666/DPS901 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources
Contents
Game Name Goes here
Project Marking Percentage
Group work: xx% (25 <= xx <= 50) Individual work: xx% + (50 <= xx <= 75) ------------------------- Total 100%
Repository
Repo path
svn://zenit.senecac.on.ca/dps901_103rep7
Trunk Status
committed by [NAME] / being committed by [NAME]
Workflow
We will control our own branches off the project trunk. There you will implement your new code in a bug free environment. Code will then be submitted to trunk bug free, and all branches will be updated to trunk revision. Teammates are not required to use IRC, but the tool is there for team contact and help from others.
Meeting Goals
Tuesday
When: 13:30 Where: Quiet Study Area
- Occasional
- Rollback trunk if bugs exist, update branches, re-evaluate goals
- Team collaboration and work time also teacher help time
Thursday
When: 9:50 (after GAM666) Where: Quiet Study Area
- Mandatory
- Evaluate goals from last week (not meet/exceed) Why? Why not? Can we maintain pace?
- Define goals for this week
- Review code and playtest before trunk submission
- Update branches to trunk revision
ToDo
- Divide workload
(carl) my proposal would be dividing the game along these lines
- audio
- input
- video (world and impassable terrain)
- video (actors and movement)
Team Members
- David Seifried, Some responsibility
- Carl Desautels, Some other responsibility
- Denny Papagiannidis, Some other responsibility
- Sasha Atijas, Some other responsibility
Proposal
Team Slap Your Grandmas vision is to create a game with an obstacle course. This course will consist of sharp turns, gaps and environment to dodge or go around. The game will be a time challenge a player will control a character that is running away from a boulder down a series of slopes. There will be a linear path as the slope will have walls directing both the player and the boulder.
The game play experience is visioned as though the boulder will move at a consistent speed and will span the whole width of the hill/hallway.
The camera will be facing the front of the character, seeing him run down the hill with the boulder behind him. The character will move forward, backward, and side to side to navigate down the course. You will be forced to react fast as on coming vision is limited, jumping over gaps and dodging obstacles becomes much harder as game speed increases.
Once the player reaches the end of the course, the game is over. However if the player gets hit by the boulder or lethal area of the terran, the player dies and must start the level again.
Map of the World of the Game
Fig 1
- 1a - Boulder moves throughout level at constant speed following character.
- 1b - Pits in floor player must jump over. If the player lands in the pit, they die.
- 1c - The player (taking the form of an elderly woman)
- 1d - Spiked pillar moving on x,y coordinates. Player must navigate around them.
- 1e - Boxes, rocks, debris of sorts that the player must jump over to avoid becoming stuck. These obstacles wont harm the player, only slow them down.
Fig 2
The level itself will be a sloped hill that the player will be running down
Fig 3
As the players proceeds further into the level, the amount of obstacles will increase towards the finish.
Moderator's - Instructors Comments
Any other thing you find necessary
Meeting 1 Notes
- There is room for depth
- We could start by making a box that can jump which will eventually become the player
- Alter the original course design from a curved path to intersecting linear paths (see Figure 4)
- Each team member should choose an object to model
- Coordinates should be added to the level
- Collision detection could cause problems
- need to simplify collision detection e.g. encircle a complicated shape, use straight, rather than, curved walls
- once the view passes a scene, the game doesn't have to process collision detection for that scene anymore
- Think about HUD
- Top down view overlay
- Status bar
- Divide responsibilities so that one team member's work is not dependent on an others.
- two members could work on walls, while other two work on getting a box to jump