Changes

Jump to: navigation, search

GAM666/DPS901 Mesocricetus

2,935 bytes added, 12:41, 12 December 2011
no edit summary
== Repository ==
=== Repo ID ===
===SVN===
svn://zenit.senecac.on.ca/dps901_113rep6
===GitHub===
https://github.com/ScottDowne/Mesocricetus
=== Trunk Status ===
== Team Members ==
#[mailto:sdowne@learn.senecac.on.ca ?subject=dps901-gam666 Scott Downe]#[mailto:gsbatumb@learn.senecac.on.ca ?subject=dps901-gam666 Grace Simon Batumbya]
[mailto:sdowne@learn.senecac.on.ca,gsbatumb@learn.senecac.on.ca?subject=dps901-gam666 Email All]
== 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 Controls======keyboard and mouse====WASD = forward, left, back, right. Mouse = look around. Space = jump. Hold C = remove collision. (for testing purposes) ====XBox controller====D-Pad = forward, left, back, right. Joysticks= look around. A= jump. Hold X = remove collision. (for testing purposes) ==To-Do List===== Priority 1 ==={| border="1" cellpadding="4" cellspacing="2" style="border: 1px solid black;border-collapse:collapse;"|-! Task! Status! Notes|-|Maze generation / rendering| '''DONE'''|Generate maze on X-Y axis only|-|User input control| '''DONE'''|Make camera not fly, lock mouse control to ground|-|Collision| '''DONE'''|Add collision with floor and wall|-|Walls and lighting| '''DONE'''|<del>Use shaders</del>Floor and wall should be composed of many triangles|-|Obstacles| '''DONE'''|Obstacles will be non physical obstacles, like time or player gets tired for various actions.|-|Time limit| '''DONE'''|Player has a limited time to complete the maze|-|HUD| '''DONE'''|Create a HUD for displaying things like time, and status. Leaving the status open ended on purpose.|-|Added timer to HUD| '''DONE'''|Create a HUD for displaying things like time.|-|Dialog box| '''DONE'''|Improve initial dialog box|-|Jumping| '''DONE'''|Space key jumps, to allow momentary visuals of the World maze.|-|Toggle collision on and off| '''DONE'''|Holding a key will allow collision to be turned off for debugging purposes.|-|Add sound to end point| '''DONE'''|Give user hint of end point by having a sound at that point.|} === Priority 2 ==={| border="1" cellpadding="4" cellspacing="2" style="border: 1px solid black;border-collapse:collapse;"|-! Task! Status! Notes|-|visibility frustum logic |'''DONE'''|Add logic to framework to only render what the Game camera sees|-| XInput| '''DONE'''|Add support for XBox controller using XInput.|-|<del>alternative maze generation</del>||<del>Allow maze to be generated via a text file, or generation seed string</del>|-|<del>Improve on 3D sound</del>||<del>Add echoes i.e. collision with objects</del>|-|<del>Obstacles (physical)</del>||<del>This will be things likes blocks in the maze, holes, doors, etc.</del>|-|<del> Models</del>||<del>Import models for the obstacles, breadcrumbs, or others.</del>|} ===Updates ===Maze 1.0 <br/><!-- [[File:2011Name|Type|Border|Location|Alignment|Size|link=Link|alt=Alt|Caption]] -10-04 12>[[Image:DPS901_Team_Mesocricetus_Phase2_Maze.58png|||||300px]][[Image:DPS901_Team_Mesocricetus_Phase2_Maze2.23.jpgpng|||||200px500px]]
== ModeratorInstructor's - Instructors Comments ==
* for lighting to be realistic without using shaders the walls and floor should be composed of many rectangles
* visibility frustum logic would be quite useful here
* there is potential here for elaborate work with 3D sound
* shadows would be difficult to implement without shaders
* you will need either models of the various object or elaborate textures
** if you use models then you will need logic to import them into the framework
* heads up display needs thinking
== Any other thing you find necessary ==
1
edit

Navigation menu