GAM666/DPS901 Victorious Secret
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Victorious Secret
A team created solely on pure awesome? Say it ain't so!
Game Name Goes here
1.0 Project Marking Percentage
Group work: 50% Individual work: 50% + ---------------------- Total 100%
2.0 Repository
2.1.0 Repo ID
svn://zenit.senecac.on.ca/dps901_113rep4
2.2.0 Trunk Status
committed by [NAME] / being committed by [NAME]
3.0 Team Members
Team Member | Role | Status |
---|---|---|
Ozzy Mirza | GUI (Menus, Heads Up Display) | - |
Victor Tran | UI (Inputs, Input Configuration) | - |
Minoo Ziaei | Graphics (Lights and Cameras) | - |
Chi Lea Tran | Graphics (Models and Textures) | - |
Alex Chung | Audio (Sound Effects, Background Music) | - |
Bryce Harmidy | Physics (Collision, Projectile Motion) | - |
- Physics will most likely require an extra to help out
4.0 Proposal
4.1.0 Objective
The purpose of this project is to create a simple 3D game using the DirectX framework in 8 weeks.
4.2.0 Concept
Our idea consists of launching a block in the air and landing it in a target area. Launching the block will consist of a spring mechanism similar to what is observed in a pinball machine. The user will control the power by holding down a button and releasing it at the desired time. The launcher will be aimed diagonally to allow the projectile to move in a forward motion and be pulled down by gravity.
4.3.0 Controls
We plan to use one button on the controller (2 on a gamepad) to control the power of the launcher. With time permitting, we may include the use of the analog stick to determine the direction of the projectile.
4.4.0 GUI Elements
4.4.1 Menu
The In-Game Menu will allow the user to start a new game, quit, or resume game.
4.4.2 Heads Up Display
The game will have two main elements for the HUD. One is the current player score, and the other is the power meter.
4.4.2.1 Score
The score will be positioned on the top right corner of the screen. Each time the player lands a block on a target, the respective amount will be added and displayed on this counter. This will be used for the player to gauge how well they're doing.
4.4.2.2 Power Meter
The power meter will be positioned on the bottom left of the screen. When the player presses the launch button, the power bar will start to grow until the player lets go of the button or it reaches it's maximum. This will give the player an idea of how much power they're using, aiding them in hitting the targets.
4.4.2.3 Targeting Aid
Time permitting, there will be a dotted line extending outwards from the launcher that will aid the player when aiming. It will be a straight line that represents roughly where the block will go, but not where it will land.
4.5.0 Audio
Sound effects and background music will be used to create a more full experience.
4.5.1 Sound Effects
Sound effects will play when:
- the player is holding down the button
- the projectile is launched
- when the projectile lands
- a rewarding sound when the projectile lands in the target
- a disapproving sound when the projectile misses the target.
4.5.2 Background Music
This is to be determined. We will require music that we can rightfully use, for example, the unique and majestic musical stylings of saraJ00n: http://www.youtube.com/watch?v=QH2-TGU1wu4
4.6.0 Lighting
Our basic lighting set up will involve one large light source representing the sun. This light source will need to be able to light all of the core elements (launcher, target pads).
Time permitting, each target pad will emit a coloured light, and a red or a green light will emit where the block lands signifying a target hit or a target miss.
4.7.0 Camera
Camera will be set-up at the shooting location, pointing diagonally to the direction of the target.
5.0 Map of the World of the Game
6.0 Moderator's - Instructors Comments
- change the repo id to a link
- shouldn't need extra physics help for this - could be kept quite simple
- is the in game menu separate from the configuration dialog
- do you intend to use splash screens
- controls
- you should have enough time to incorporate the analog stick
- heads up display
- use a texture and scale it
- lighting
- add emissive component to light - simple
- simple to attach a light to an object
- cameras
- simple to attach a camera to an object
- consider adding camera to each projectiles
- other notes
- many projectiles
- steering them in flight - camera attached
- fading lights on hit targets
- what happens when sun is off
- use many triangles for terrain to improve lighting effects
- any model input - writing the interface could take some work