- Project Description
- Game Name:
- Game Type:
- Our game will be a space ship combat game
- Destroy opponents for points, win when certain number of points accumulated
- Interesting Aspects:
- Think multiplayer asteroids in 3D with giant, excessively armed battleships. Yeah. I can't wait to play it either.
- Desired Game Features:
- Must Have:
- Corvette class ships
- At least two shotguns - "Any game is better with a shotgun, and two are better than one"
- Lasers
- Missiles
- Control with mouse and keyboard
- Radar
- Death/Explosion Animation
- Third person view
- Chat system
- Music and sound effects
- Would Be Really Nice:
- Fighter class ships
- Shields
- Radar in 3D
- First person view
- Teams
- More weapons
- Warp in animation on respawn
- Game Intro
- Space clouds
- Multiple Maps/Levels
- AI/Bots
- Cool But Only If Ahead Of Schedule:
- Alternate input (joystick)
- User Customizable Keyboard controls
- Ships show physical damage
- Taunts
- Level Hazards
- Other game modes
- Storyline/Intro
- Cutscenes
- In our dreams
- Campaign Mode
- 24 channel surround sound
- Ultra High Definition
- Voice Communication
- Group Management
- Roles:
- David dominates over networking issues
- Andre rocks all server aspects
- Jai and Mark pwn the graphics engine
- Mani rules the audio spectrum
- Decisions will be made by concensus.
- We'll be in the lab. Always (approximately).
- We will make a timeline and check goals weekly. If we miss a deadline, we work harder.
- We will produce our weekly reports as a group.
- Project Development
- Development roles are specified above.
- Tools:
- DirectX (including Direct3D for graphics and DirectSound)
- 3ds Max for content creation
- Panda DirectX Exporter to communicate between the two
- Testing: Coding will be done in a modularized, object oriented fashion in order to facilitate the testing of each component independently before adding and combining our code. After a basic framework for the game is constructed, we will spend many, many glorious hours playing our creation in order to ensure correctness, robustness, gameplay balance, and high levels of adrenaline.
- Documentation:
- Extensive in-code comments coupled with file headers will provide clarity and readablility to our code.
- An in-game help file accessible both from the main menu and in combat will specify piloting controls (And allow customization).