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GAM666/DPS901 Mesocricetus

881 bytes added, 18:36, 10 October 2011
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== Proposal ==
===Overview===
We imagine building a 3D maze solving game. The player must successful navigate through the maze. The player will take the first person perspective of a hamster, playing the role of a laboratory <del>rat</del> hamster. The hamster will be equipped with a mining helmet complete with mining light.
===Features===
====User controllers====
====Lights====
As the player navigates through the maze, light from their mining helmet will fall on objects that the player is facing.
Different areas of the maze will be lit differently with lights on the wall <del>and shadows being cast appropriately</del>
====Breadcrumbs (markers)====
As the player navigates through the maze, they will have an option to leave a trial of breadcrumbs (markers) that can be used to retrace their movement in the maze.
There will be obstacles in the maze that the player must avoid in order to successful beat the maze. Some these may be a hand that picks the user up and moves them to the start position, holes in the floor that the user must jump, booby traps in the floor /walls, etc.
===Sketches===
==== Map of the World of the Game ====
[[File:2011-10-04 12.58.23.jpg|200px]]
====Golden Hamster====
[[File:2011-10-04 12.59.11.jpg|200px]]
== Map of the World of the Game ==
[[File:2011-10-04 12.58.23.jpg|200px]]
==To-Do List==
=== Priority 1 ===
{| border="1" cellpadding="4" cellspacing="2" style="border: 1px solid black;border-collapse:collapse;"
|-
! Task
! Status
! Notes
|-
|Walls and lighting
|
|<del>Use shaders<del>Floor and wall should be composed of many rectangles
|-
|Maze generation / rendering
|
|Generate maze on X-Y axis only
|-
|Collision
|
|Add collision with floor and wall
|-
|Obstacles
|
|Use very basic shapes. Use a bounding sphere
|-
| Models
|
|Import models for the obstacles
|}
 
=== Priority 2 ===
{| border="1" cellpadding="4" cellspacing="2" style="border: 1px solid black;border-collapse:collapse;"
|-
! Task
! Status
! Notes
|-
|visibility frustum logic
|
|Add logic to framework to only render what the camera sees
|-
|Improve on 3D sound
|
|Add echoes i.e. collision with objects
|}
== Moderator's - Instructors Comments ==
* for lighting to be realistic without using shaders the walls and floor should be composed of many rectangles
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