matblair / Brace

COMP30019 Graphics Project

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A Cell Shaded Adventure

##COMP30019 Graphics and Interaction - Game Proposal

###Overview

Our proposal is for a 3D exploration based game, with continuous randomly generated terrain and enemies with a unique method of interaction for fighting. We will employ a cell-shaded art direction to achieve a cartoon look, not disimilar to The Legend Of Zelda: Windwaker. Our game will include achievements and online high scores, and aim to comply with all Windows 8 'Modern UI' guidelines with the intention to put the game in the marketplace and make a profit.

###Type of Application

The application will comprise of both a first person shooter and a top down "table-top" view, with the change between the two initiated by changing the orientation of the device on which it is played. We will employ the accelerometers to provide a virtual reality like control scheme for the first person view, with the ability to slice and fight. Tilting the tablet such that its screen is facing up then transforms the viewport to a top-down perspective, allowing for manipulation of objects on the screen through direct touch interaction.

###Hardware Inputs

We intend to make full use of all available hardware interfaces on modern Windows 8 tablet devices. We intend to use the accelerometer for the view transformation, as well as looking around the world in the first person perspective. The touchscreen will be uitlised for more advance combat styling when in the top-down view, and for input for basic attacks when in the first person view.

###Visualisation

As explained earlier, we are aiming for a fully realised 3D world with lighting and appropriate models for the terrain. We will be employing a cell-shaded rendering method to give a cartoonish look, rather than using Phong illumination or any of its ilk. The camera will switch between a first person and top-down view. The angle of view will change based on the camera, being wider in first person and a tighter in the top-down perspective.

The number of enemies (and thus polygons) will not be consistent, as it will vary with the difficulty level. We intend to create our 3D models for characters, weapons and terrain features in 3D modelling software, such as Blender, before importing them as the predefined Mesh type in SharpDX.

###Milestones

Our milestones will be as follows:

  1. Creation of the models in Blender;
  2. Generating a random terrain at a much larger scale than project 1;
  3. Implementing the camera controls, for both view styles;
  4. Importing the character and terrain models, placing them appropriately in the scene;
  5. Creating the main menu and Windows 8 UI system in which we will show our 3D view;
  6. Building a collision system for all objects in the world;
  7. Implementing character controls and AI for the enemy units;
  8. Implementing the combat system for the game;
  9. Implementing achievements and highscores; and
  10. Submission to COMP30019 and Windows Marketplace.

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COMP30019 Graphics Project


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