Priority List
Targets for the semester
Low goal
- Game World Requirements:
- 2. Dynamic alteration of the world using the elemental system to produce desired effects.
- 6. Basic objects such as trees which can be altered by the player.
- 7. 3D rendering engine – DirectX Shaders used for advanced lighting calculations and various effects.
- 9. Collision detection using bounding spheres for players and particles.
- User Interface Requirements:
- 1. Xbox controller and HUD
- 2. PC controls and HUD
- Weapons Requirements:
- 1. Players can use elements to attack opponents.
- 4. Direct attacks against another player.
- 5. Ability to set shields and receive manna if attacked with the shielded element.
- No single player
- Multiplayer Requirements:
- 1. Multiplayer gaming with up to four players on the XBox 360 or local PC game
- 2. Deathmatch – last man standing.
- Music Requirements:
- 2. All object collisions should have appropriate concussion noises.
- 3. All effects should be at a sublime level, so that repeated play does not become annoying to the players.
- Character rendering Requirements:
- 1. The character model will be created in a 3D rendering program such as MilkShape and exported to the DirectX format (.x)
- No edit mode
Medium goal
- Game World Requirements:
- 1. Four different maps, each emphasizing one of the four elements (earth, fire, air, or water).
- 3. A particle system that encompases physics concepts such as cohesion, collision, mass, size, shape and temperature
- 4. State change ability through the use of the fire element such as changing water into ice or creating a heat wave.
- 8. Heads Up Display
- 10. Bounding cylinders for the players.
- 11. Light calculations exclusive to the GPU.
- Game characters Requirements:
- 1. Eight default characters
- 2. The character selection screen.
- 3. Customize the characters by changing the color schemes.
- Weapons Requirements:
- 2. Area of Effect attacks in place and set to a predefined radius.
- 3. Combine Area of Effect and Direct attacks.
- Single player Requirements:
- 1. Players in single player mode will be set against the A.I.
- 2. Set the number of A.I. opponents (up to three) on the board
- Multiplayer Requirements:
- 3. Play for a preset kill or time limit
- 4. Elemental selection for battle mode.
- 5. Save ability of the current state of the world's terrain.
- Music Requirements:
- 1. Shall use 3D stereoscopic sound technology so that sounds from far away places will sound far away and close places close.
- 4. Background music should be maximally tied to the game scenarios.
- 9. Each board has a dominant world element that the music should supplement.
- Character rendering Requirements:
- 2. Apply some simple shaders on the cape and/or hat to give it some dynamic animation
- World editor Requirements:
- 1. Edit mode allowing players to create maps without physics.
- 2. 'Shooting' elements onto the map.
- 3. Various simples objects 'shot' onto the map.
- 5. Export the world to file.
High goal
- Game World Requirements:
- 5. Combinational abilities - combine their earth and fire power to create lava or water and earth to create quicksand.
- Game characters Requirements:
- 4. Name customization for the characters.
- 5. Customizing the AI to more difficult levels.
- 6. Slider bar for the AI difficulty.
- Music Requirements:
- 5. A mixing method of song generation is preferred to pre-composed songs.
- 6. Mixing method should allow a variety of rhythmic, bass, harmonic, and melodic parts to be interchanged.
- 7. Procedural note generation should be used in combination with thematic patterns pulled from a script file.
- 8. Use a "circle of fifths" pattern to transition from one thematic key to another.
- 10. Use of major, harmonic minor, and melodic minor should reflect real world events.
- World editor Requirements:
- 4. Preview pane of the world.
- Extra Requirements:
- 1. Networking and chat for the PC (server) version.
- 2. Load custom 3D models and 2D avatars.
- 3. Load custom textures for sky or terrain.
The following is a list of requirements for each section of our document:
R – GW - # - Requirement for
the Game World
Four different maps, each emphasizing one of the four
elements (earth, fire, air, or water).
Dynamic alteration of the world using the elemental system to
produce desired effects.
A particle system that encompases physics concepts such as
cohesion, collision, mass, size, shape and temperature
State change ability through the use of the fire element such
as changing water into ice or creating a heat wave.
Combinational abilities - combine their earth and fire power
to create lava or water and earth to create quicksand.
Basic objects such as trees which can be altered by the
player.
3D rendering engine – DirectX Shaders used for advanced
lighting calculations and various effects.
Heads Up Display
Collision detection using bounding spheres for players and
particles.
Bounding cylinders for the players.
Light calculations exclusive to the GPU.
R – GC - # - Requirements for the Game Characters
Eight default characters
The character selection screen.
Customize the characters by changing the color schemes.
Name customization for the characters.
Customizing the AI to more difficult levels.
Slider bar for the AI difficulty.
R- UI - # - Requirements for the User Interface
Xbox controller and HUD
PC controls and HUD
R - WP - # - Requirements for the Weapons Power
Players can use elements to attack opponents.
Area of Effect attacks in place and set to a predefined
radius.
Combine Area of Effect and Direct attacks.
Direct attacks against another player.
Ability to set shields and receive manna if attacked with the
shielded element.
R- SP - # - Requirements for the Singleplayer
Players in single player mode will be set against the A.I.
Set the number of A.I. opponents (up to three) on the board
R- MP - # - Requirements for the Multiplayer
Multiplayer gaming with up to four players on the XBox 360 or
local PC game
Deathmatch – last man standing.
Play for a preset kill or time limit
Elemental selection for battle mode.
Save ability of the current state of the world's terrain.
R- MU - # - Requirements for the Music
Shall use 3D stereoscopic sound technology so that sounds from far away places will sound far away and close places close.
All object collisions should have appropriate concussion noises.
All effects should be at a sublime level, so that repeated play does not become annoying to the players.
Background music should be maximally tied to the game scenarios.
A mixing method of song generation is preferred to pre-composed songs.
Mixing method should allow a variety of rhythmic, bass, harmonic, and melodic parts to be interchanged.
Procedural note generation should be used in combination with thematic patterns pulled from a script file.
Use a "circle of fifths" pattern to transition from one thematic key to another.
Each board has a dominant world element that the music should supplement.
Use of major, harmonic minor, and melodic minor should reflect real world events.
R – CR - # - Requirements for the Character Rendering
The character model will be created in a 3D rendering program such as MilkShape and exported to the DirectX format (.x)
Apply some simple shaders on the cape and/or hat to give it some dynamic animation
R – WE - # - Requirements for the World Editor
Edit mode allowing players to create maps without physics.
'Shooting' elements onto the map.
Various simples objects 'shot' onto the map.
Preview pane of the world.
Export the world to file.
R – EX - # - Requirements for the Extras
Networking and chat for the PC (server) version.
Load custom 3D models and 2D avatars.
Load custom textures for sky or terrain.
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