Difference between revisions of "GAM666 Slap Your Grandma"

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(Meeting 1 Notes)
Line 38: Line 38:
 
*Update branches to trunk revision
 
*Update branches to trunk revision
  
== ToDo ==
+
== Project Goals ==
*Divide workload
+
=== ToDo ===
(carl) my proposal would be dividing the game along these lines
+
* Sasha & Denny work to create a world this will be a hallway for now
*audio
+
* Carl & Dave create movement in the actor. Jump for now.
*input
+
=== Milestones ===
*video (world and impassable terrain)
+
*0.0.2:
*video (actors and movement)
+
- Create world, Create actor
 +
*0.0.3:
 +
- Create slop in hallway, Create movement in actor
 +
*0.0.4:
 +
- Implement collision detection with actor and world
 +
*0.0.5:
 +
- Create boulder with physics and collision
 +
*0.0.6:
 +
- Implement boulder death touch
 +
*0.0.7:
 +
- Add complexity to world(length and obstacles & add actor(s) 3DSMAX textures
 +
*0.0.8:
 +
- Enhance playability, minimap, camera angle
 +
*0.0.9:
 +
- Enhance menu system and playability
 +
*0.1:
 +
- Working framework for game
  
 
== Team Members ==  
 
== Team Members ==  

Revision as of 13:13, 7 October 2010


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


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

Project Goals

ToDo

  • Sasha & Denny work to create a world this will be a hallway for now
  • Carl & Dave create movement in the actor. Jump for now.

Milestones

  • 0.0.2:

- Create world, Create actor

  • 0.0.3:

- Create slop in hallway, Create movement in actor

  • 0.0.4:

- Implement collision detection with actor and world

  • 0.0.5:

- Create boulder with physics and collision

  • 0.0.6:

- Implement boulder death touch

  • 0.0.7:

- Add complexity to world(length and obstacles & add actor(s) 3DSMAX textures

  • 0.0.8:

- Enhance playability, minimap, camera angle

  • 0.0.9:

- Enhance menu system and playability

  • 0.1:

- Working framework for game

Team Members

  1. David Seifried, Some responsibility
  2. Carl Desautels, Some other responsibility
  3. Denny Papagiannidis, Some other responsibility
  4. 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

game001

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.


game002

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)
    • Map 2.jpg
  • 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