Scripting Engine

Outline
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Overview of the game
Features
The Game World
The Fleets
Buy System and Money
Implementation
Interface
UML
Scripting
Timeline
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.
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
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
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
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
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
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
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
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
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.
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
Implementation: Camera
Camera Vid1
Camera Vid2
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.
Frontend Interface
Frontend Interface
Frontend Interface
In-Game Interface
UML
UML
Scripting Engine
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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
Timeline
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game engine
camera system
scripting language, parser
frontend UI and command UI
navigation interface
client/server networking code
AI/pathfinding
maps/levels
3D object models/textures
audio content
gameplay balancing/debugging
ship components
march 26
march 26
march 26
march 31
march 31
march 31
april 5
april 12
april 20
may 1
may 1
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