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GAM666/DPS901 Project requirements 20103

2,913 bytes added, 15:05, 27 September 2011
Phase 1
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|Proposal outline and team members selected
|September 2129
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|Proposal completed and members roles selected
|September 28October 11|-|Member branches with updated 15-Controller sample ready|October 11
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|Approval meeting with instructor
|Weeks of October 3 and October 1011-14
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|Draft game submission and project reviewProject Review meeting with instructor|November 1615-18
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|Final game presentation
|December 76 and 8
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= Project Requirements =
Your game involves a real-time audio-visual experience in some sort of 3-D world. The user must be able to control at least some aspects of the game with a controller, and there must be some use of sound, both in the background and in response to some action in your game. The user should have control over which display devices, resolution and input devices are used at any time during the game. Your game may however offer only a subset of the available resolutions and input devices. Finally, your design code must differ significantly from the samples presented in class and you must identify the unique elements of your code in your submissionssubmission logs. Each game is a team effort. The structure of each team is up to the team members. Each member must contribute their own work in a selected area or areas of their choosing. All members should contribute to the design part of the assignment.
== Phase 1 ==
The first phase is a 200-300 word informal, written proposal of what you intend to implement in your game: what you imagine your game doing. Your description should identify the objects in your game and include one or more illustrations of your design. The illustrations may be hand-drawn and scanned. Included Include in your illustrations should be a map of what you envisage the 3D world of your game will look like, with 3-dimensional coordinates of all of the major points in the world. Your map should include includes all of the "actors" (moving objects) in the world. You should identify Identify the coordinates as realistically as possible, being aware that you may need to scale them up or down as you implement your design in code. Included in your submission should be the in-class Sprite Animation Sample. Your instructor should be able to run this sample directly by opening the executable directly.
The purpose of this first phase is twofold:* to define Submit the written proposal on your game in both scope wiki team-page under '''Proposal''' and detail and thereby to give your instructor some idea '''Map of the World of your design: whether what you intend is too simple, too complex or about right* to ensure your instructor that you can work with your SVN repository and are ready to focus on implementing your design.Your submission should enable your instructor to give you feedback and to discuss your proposal in some depththe Game'''.
Before continuing phase 1, please do the following# Read [[Hints for Using SVN to collaborate on school projects]]# Update your team's wiki page with your team's repository path information under '''Repo Path'''# Create a directory with your seneca id under the branch sub-directory of your team's repository. This will be your home directory for development; for details see: [http://zenit.senecac.on.ca/wiki/index.php/Hints_for_Using_SVN_to_collaborate_on_school_projects#Directory_Structure Directory Structure]# One of your team members should export svn://zenit.senecac.on.ca/dpsgam/trunk/Framework into the trunk of your team's repository#: For detailed steps see [[Hints for Using SVN to collaborate on school projects#Start_the_project_by_continuing_an_existing_work | Start the project by continuing an existing work]] Each team member should have their own successfully compiled version of the Framework sample in their own workspace in the branch sub-directory of their team's repository.Branch submission path: svn://zenit.senecac.on.ca/gam666dps901_113??/branches/SenecaID/Framework  : ''Start doing the above by branching the Framework into svn://zenit.senecac.on.ca/gam666dps901_113??/branches/SenecaID/Framework. See here for help: [http://zenit.senecac.on.ca/wiki/index.php/Hints_for_Using_SVN_to_collaborate_on_school_projects#Preparing_Branches.2Fworkspace_for_development Preparing Branches/workspace for development]''  The source code for the upgraded Framework sample should include the following updates:* your own name in the caption for the dialog box* your team name in the window title  Merge all of the team members' Framework workspaces back to trunk so that the caption of the dialog box shows all of the names of the team members. See [http://zenit.senecac.on.ca/wiki/index.php/Hints_for_Using_SVN_to_collaborate_on_school_projects#Merging_your_work_back_to_trunk Merging your work back to trunk] for details  The purpose of this first phase of the project is twofold:* to define your game in both scope and detail and thereby to give your instructor some idea of your design, so that your instructor can give you some feedback whether what you intend is too simple, too complex, or about right* to show your instructor that you are ready to work with your own branch of your team's repository and ready to start modifying the framework to suit your team's design. Your team should decide its own group to individual ratio for grading purposes and post the agreed ratio on its project page. Your team must should arrange a time and date to meet with your instructor to discuss the review your proposal and to commit identify the different responsibilities of the team members. This meeting should take place no later than during week 6 of the semester, preferably earlier.
== Phase 2 ==
The second phase releases a draft of your game without sound or input control.
This is your last opportunity to amend your original proposal, modify your design , and obtain your instructor's approval to any changesfeedback on your progress.
== Phase 3 ==
The third phase presents your completed game with sound and input control to the class. Your presentation includes a demonstration of how the game plays along with an explanation of the innovative aspects that your team members have implemented. Each team has no more than 20 30 minutes to showcase its game.
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= Suggested Upgrades to the Framework =
The Framework in its final stage that you download from the course repository consists of around 12,000 source lines of code. The This version of the Framework is only a starting point and provides a set of fallback position /default positions for the design of your gamecourse project. There are numerous many opportunities to refactor different parts of the framework depending upon what your game design requires and what your personal preferences interests are. Decisions to focus on certain parts should reflect the areas with which you wish to become more familiar. Listed below are some areas that you should consider in deciding where to devote your energy. If you wish to add items to this list, consult your instructor.
Each team will introduce its own upgrades to the Framework. The nature of these upgrades will vary from team to team. Each team member is responsible for a thorough understanding of at least one particular upgrade.
LegendTwo upgrades are mandatory, while some are challenging:* required mandatory upgrades are in '''bold'''* challenging upgrades marked are followed by an * == Design Class ==# '''game play logic''' == Object Class Hierarchy ==# '''design new objects'''# import a model script from GAM667# create billboards – clouds, smoke# add stock objects# detect collisions between reference frames *
== Modeling (Design Component) ==# '''game play logic (all members)'''# import a model script == Design Units (Scene Component) ==# <strong>design new objects for the scene</strong># create billboards – clouds, smoke, vapor trails# add stock objects (requires changes to GraphicsCard Component also)# detect collisions between objects in a scene * == Viewpoints (Viewing Component) Camera Class ==
# comprehensive camera motion
== 3D Graphics (GraphicsCard Component) Display Class ==# introduce fog# change render state == Light Class ==# introduce emissive light == Graphic Class ==
# improve texturing
# introduce fog, emissive light# create new graphics graphic representation for new objects in the scene == SoundCard Class ==# sound effects on buffers and optimizing performance == Window API Branch ==# improve controller input and user dialog# replace DirectInput with XInput * == Direct API Branch ==
# implement an OpenGL 3.0 version *
# create an Open Audio version *
# use Direct2D for fonts *
# replace Direct3D9 with Direct3D10 *
# replace Direct3D9 with Direct3D11 *
== Sound (SoundCard Component) ==# sound effects on buffers and optimizing performanceCOLLADA# replace DirectMusic with DirectSound only# replace DirectMusic and DirectSound with Xaudio2 *# create an Open Audio version * == User Interface (Input and UserDialog Components) ==# improve controller input and user dialog# action mapping *# replace DirectInput with Xinput * == Framework (Cross-Component) ==# context – implement a database*
# save the current state of the model to a file and restore from a file
# implement a scene graph
# performance optimizations *
 
= Appointment Schedule for Proposal Acceptance =
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|Team Name
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|Tuesday October 11 11:40AM
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|Tuesday October 11 12:00PM
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|Wednesday October 12 11:40AM
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|Wednesday October 12 12:00PM
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|Thursday October 13 11:40AM
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|Thursday October 13 12:00PM
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|Friday October 14 11:40AM
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= Appointment Schedule for Reviewing Progress =
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|Team Name
|Date and Time
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|Tuesday November 15 11:40AM
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|Tuesday November 15 12:00PM
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|Wednesday November 16 11:40AM
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|Wednesday November 16 12:00PM
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|Thursday November 17 11:40AM
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|Thursday November 17 12:00PM
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|Friday November 18 11:40AM
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= Presentation Schedule =
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|Team Name
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|Tuesday December 6 8:15AM
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|Tuesday December 6 8:45AM
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|Tuesday December 6 9:15AM
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|Thursday December 8 8:15AM
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|Thursday December 8 8:45AM
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|Thursday December 8 9:15AM
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