Outline • • • • • • • • • • 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 • • • • 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 • • • • • • • • • • • • 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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