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The Space Banditos present

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Upgrade your fleet at the beginning of every round with a Counterstrike-inspired buy system ... The player can access a buy menu from which they can ... Music ... – PowerPoint PPT presentation

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Title: The Space Banditos present


1
(No Transcript)
2
Outline
  • Overview of the game
  • Features
  • The Game World
  • The Fleets
  • Buy System and Money
  • Implementation
  • Interface
  • UML
  • Scripting
  • Timeline

3
Overview
  • Common Questions
  • What is the game?
  • A 3D multiplayer space-based tactical strategy
    simulation. The gameplay is inspired by
    Counterstrike and Homeworld games will play out
    in fast-paced rounds. 
  • What is the target audience?
  • Strategy fans looking for a faster-paced game
    with emphasis on combat. Trekkies, Browncoats,
    the 501st Legion, Dr. Tang and the 590E Class,
    etc.
  • What is the game rating?
  • Teen, because of particleFX-laden explosions.

4
Features
  • General
  • Fully 3D space environment the player can move
    his fleets in all three directions
  • Highly capable camera system with focus lock and
    free roam abilities
  • Unique command and navigation interface
  • Original soundtrack

5
Features
  • Gameplay
  • Fast-paced round-based gaming
  • Command entire fleets of spaceships
  • Control many different ships, each with specific
    roles, strengths and weaknesses
  • Acquire money by completing map objectives or
    eliminating your enemy
  • Upgrade your fleet at the beginning of every
    round with a Counterstrike-inspired buy system

6
Features
  • Multiplayer
  • Network play for up to 8 players
  • Team-based and individual (e.g. deathmatch)
    gametypes
  • Scripting Engine
  • Simple yet flexible engine
  • Can customize game objects, game types, game
    levels

7
The Game World
  • Location
  • Players battle in various locations in space
  • i.e. solar systems, nebulas, empty space, etc.
  • Scale
  • Large enough to make FTL travel useful
  • Small enough to permit quick play

8
The Game World
  • Travel
  • Sublight
  • Ships may move from one point to another over
    time
  • Players maintain full control over ships
  • FTL
  • Ships may move from one point to another
    instantaneously
  • Ships are vulnerable while "powering up" for an
    FTL jump
  • Only certain ships may travel FTL

9
The Game World
  • Objects
  • More densely populated than a void
  • Asteroid belts, gas clouds, and wreckages
  • Physics
  • Basic Newtonian physics, minus the effect of
    gravity
  • FTL jumps are completely different

10
The Fleets
  • Each player controls a fleet of 10-20 ships (plus
    fighters)
  • All players have access to the same ship types
  • Flagship Centerpiece of the fleet
  • Capital Ships Big Guns
  • Battleships
  • Destroyers
  • Frigates

11
The Fleet
  • Fighters Small, fast, and lethal in large
    numbers.
  • Interceptors
  • Bombers
  • Support Ships
  • No direct combat ability
  • Can be equipped to serve specific roles
  • Roles include Recon, electronic warfare, FTL
    jamming, Ship Capture

12
Buy System
  • At the beginning of every round, the players have
    a fixed amount of time to spend money on their
    fleets. The player can access a buy menu from
    which they can purchase new ships and upgrades.
  • Newly bought ships will appear in the level at
    the player's starting point, whether or not the
    rest of the player's fleet is at the starting
    point.
  • The player may choose to not buy anything and
    begin playing.
  • Money
  • Money is obtained by completing map objectives or
    destroying enemy ships.

13
Implementation Render Engine
  • The rendering engine will be provided by OGRE3D.
  • OGRE (Object-Oriented Graphics Rendering Engine)
  • flexible 3D engine
  • C
  • scene-oriented
  • Direct3D and OpenGL

14
Implementation Camera
  • Camera Vid1
  • Camera Vid2

15
Implementation Sound
  • Sound capability will be provided by the OpenAL
    sound rendering engine.
  • Music
  • We hope to have at least a theme for the game,
    and maybe a simple score for the actual game.
  •  
  • Effects
  • No one can hear you scream in space. But that's
    boring. So there will be soundFX for weapons fire
    and explosions.

16
Frontend Interface
17
Frontend Interface
18
Frontend Interface
19
In-Game Interface
20
UML
21
UML
22
Scripting Engine
  • Game will be highly scriptable
  • Scripts will be text files
  • Simple command format
  • You can script maps, objects, ships, weapons, etc
  • We will design our own script parser

23
Timeline
  • game engine             march 26
  • camera system             march 26
  • scripting language, parser     march 26
  • frontend UI and command UI     march 31
  • navigation interface         march 31
  • client/server networking code     march 31
  • AI/pathfinding             april 5
  • maps/levels             april 12
  • 3D object models/textures     april 20
  • audio content             may 1
  • gameplay balancing/debugging     may 1
  • ship components             ?
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