Game Project for CS4213 Sem 1, 2004/05 Heaven & Earth Inc (Aug-Nov 04) Team Members: • Steven Halim – Nov 2004 – Mid 2006 : 1st year Postgrad : PhD candidate @ SoC, NUS • Jefry Tedjokusumo – Nov 2004 – Mid 2006 : 1st year Postgrad : Research Assistant @ ECE, NUS • Lucas Agussurja – Nov 2004 – Mid 2006 : Final year Undergrad : Research Engineer @ TLI-AP, NUS • Fabianus Mulawadi – Nov 2004 – Mid 2006 : Final year Undergrad : Working outside NUS Tale of Time: Summary • First Person Shooter • Engaging storyline in beautifully rendered levels • Built using: – Microsoft Visual C# .NET 2003 – True Vision 3D Game Engine (http://www.truevision3d.com) Character: Mark • Our main hero • His girlfriend, Ivy, died • His quest: find Talking Cock to reverse time Character: Minotaur • The Big Boss • Guards the Talking Cock • Hard to defeat • Mark must find power ups: Tiger Balm Character: One-Eyed Monster • Guards the Temple Maze • Tiger Balm is somewhere inside Let’s see the game Full demo in God Mode Enjoy the story “Technical” Overview • • • • • • • Storyboard Level Design Character Design Sound / Music Game Engine Game AI Aesthetic: Particle System Storytelling via Cut Scenes • Good Game Good Story – Scripts + – Background pictures + – Voice recording ---------------------------------------------------------------------- • • • • LOAD NEXT SCENE cutscenes\\03_talking_cock.bmp After hesitating for a while, Mark decided to use the Talking Cock. • • He bowed to the Talking Cock and changed into a Minotaur. • • • • • LOAD NEXT SCENE cutscenes\\12_guardian.bmp Time was reversed and Ivy was alive and well again. Of course, she did not remember anything about Mark... Level Design (Island / Outdoor) • Height Maps + Sky Box + Billboards Level Design (Temple / Indoor) • Script + Texture Mapping + Mini Puzzle Character Design: 3D Models Source: • TV3D Engine SDK • Free 3D models (e.g. Half Life SDK) • Credits to the respective authors Sound / Music • Shot • Monster Roar • Opening MIDI – Chrono Trigger (Super Nintendo 1995) • Credits to the respective authors Game Engine: Collision Detection • We are not allowed to use Game Engine’s default Collision Detection Collision Detection (CD) • We implemented: – 2-levels Bounding Sphere – Line-Sphere CD – Static Collision checks against: • Trees • Walls • Monsters Minotaur’s AI We implemented: • Way markers 2 1 Talking Cock 3 5 4 Minotaur’s AI We implemented: • Simple Finite State Machine Nothing happens Idle Patrol Lost sight of Mark… “See” Mark? Attack Aesthetic: Particle System • A simple but effective technique to create: – “Energy Shield” – “Invisible Barriers” – “Glowing Objects” Let’s see the game (again) Technical demo (with Debug mode ON) Behind the Scenes • Why there exists fog inside the temple? • Why the temple vanishes after you exit from it? – It was game engine (3rd party) bugs that we hide… – But hey…you didn’t notice this, right? • Maybe the games that you play now looks like what you see because: – The developer hide something behind it… – Or because they don’t have time to implement more than what you see… The Impact of this Game Project for us • None of us works in game industry now, but… – We can now appreciate or even criticize how the games out there are created – We still enjoy playing games Q&A • Thank you for your attention! • Time for Q&A Tale of Time can be downloaded for free at: http://www.comp.nus.edu.sg/~stevenha/tale_of_time.html
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