Novel Interactions for Adventure Game Mythophobia

Novel Interactions for Adventure Game Mythophobia

BACHELOROPPGAVE: Novel interactions for adventure game Mythophobia Forfattere: Lars Inge Reinsnos Sander Struijk Arild Hembre Heine Martin Brekken Dato: 20. mai 2010 Novel interactions for Adventure Game - Mythophobia Sammendrag av Bacheloroppgaven Tittel: Novel interactions for adventure game Dato: 20.05.2010 Deltakere: Lars Inge Reinsnos Sander Struijk Arild Hembre Heine Martin Brekken Veiledere: Simon McCallum Oppdragsgiver: Høgskolen i Gjøvik Kontaktperson: Øyvind Nordstrand, [email protected], 48178222 Stikkord: Spillmotor, 3D verden, XNA, interaksjoner Antall sider: 129 Antall vedlegg: 8 Tilgjengelighet: Åpen Kort beskrivelse av oppgaven: Produksjon av et PC spill med muligens utvidelse til XBOX 360, i XNA med fokus på utvikling av et innovativt spill interagerings system. Det inkluderer utviklingen av en spill motor basert på Microsofts XNA rammeverk, med bruk av spill motorens funksjoner i spillet. Disse funksjonene inkluderer tegning og oppdatering av 3D omgivelser, bruk av høyde kart (height maps), kontrollering av en spillbar karakter, administrering av inventaret til karakteren og interagering med 3D omgivelsene / verden. i Novel interactions for Adventure Game - Mythophobia Summary of Graduate Project Title: Novel interactions for adventure game Date: 20.05.2010 Participants: Lars Inge Reinsnos Sander Struijk Arild Hembre Heine Martin Brekken Supervisor: Simon McCallum Employer: Gjøvik University College Contact person: Øyvind Nordstrand, [email protected], 48178222 Keywords: Game engine, 3D world, XNA, Interaction, Pages: 129 Appendixes: 8 Availability: Open Short summary of the main project: Production of a game for PC and possibly Xbox 360 developed in XNA with focus on development of novel game interfaces. Includes development of a game engine based on the Microsoft XNA framework, and the use of the game engine features in the game. These features include drawing and updating a 3D environment, use of height maps, and control of a playable character, managing an inventory and interaction with the game world. ii Novel interactions for adventure game – Mythophobia Lars Inge Reinsnos Sander Struijk Arild Hembre Heine Martin Brekken 20.05.2010 Novel interactions for Adventure Game - Mythophobia Preface The project was presented at Gjøvik University College, December 2009. There were ten projects to choose between and every group was to consist of two to four members. The only project which resembled around a game was the Novel Interaction project, and then became the individual group member’s natural choice as we all are students of the game programming bachelor degree at Gjøvik University College. Before the bachelor projects were presented, students were allowed to apply with their own ideas for bachelor projects, and Novel Interactions was Lars Inge Reinsnos’ contribution, who acts as our group leader. The group work began early January 2010, with two weeks of planning, followed by programming work. All the group members have worked excessively from start throughout the whole project working up to 12 hours a day. We have been very dedicated and determined for this project to participate and get far in the Hamar Game Challenge competition, hopefully winning resulting in us starting our very own game development company. Working on this project has been a valuable and great experience for us all, where we have participated in the development process of a game from the beginning. Now we have a greater understanding for a big game projects development process and what it means to plan ahead. We have also gained valuable experience with XNA, C#, graphics programming and other general programming. We want to thank Simon McCallum for being a great supervisor to us and at the same time our Chief executive officer. We would also like to thank Øyvind Nordstrand acting the role as producer on the behalf of Kunnskapsparken Hedmark and Jayson Mackie for providing additional feedback and coding support. Sander Struijk Arild Hembre Lars Inge Reinsnos Heine Martin Brekken iv Novel interactions for Adventure Game - Mythophobia Table of Content 1 Introduction .............................................................................................................................. 1 1.1 Report organization .......................................................................................................... 2 1.1 Project Description ........................................................................................................... 3 1.2 Group structure and organization ..................................................................................... 3 1.2.1 Employer ............................................................................................................ 3 1.2.2 Supervisor ........................................................................................................... 4 1.3 Target group ..................................................................................................................... 4 1.3 Purpose ............................................................................................................................. 4 1.4 Our proficiency and background ...................................................................................... 4 1.5 Frames .............................................................................................................................. 5 1.6 Development environment ............................................................................................... 5 1.6.1 Documentation.................................................................................................... 5 1.6.2 Code development tools ..................................................................................... 6 1.6.3 3D Modeling ....................................................................................................... 6 1.6.4 2D Art and sprite creation ................................................................................... 6 2 Project requirements ................................................................................................................ 7 2.1 Project guidelines ............................................................................................................. 8 2.1.1 Demarcation ....................................................................................................... 8 2.1.2 Appraisal ............................................................................................................. 8 2.2 Project analysis ................................................................................................................. 9 3 Design ...................................................................................................................................... 11 3.1 Design Summary ............................................................................................................ 12 3.2 Coding preparations ....................................................................................................... 13 4 Implementation, code and production .................................................................................. 15 4.1 Screen manager - Game State Management ................................................................... 16 4.2 The game world representation ...................................................................................... 18 4.3 Height map ..................................................................................................................... 22 4.4 Collision ......................................................................................................................... 23 4.5 The level editor............................................................................................................... 24 4.6 Exportation from the level editor ................................................................................... 25 4.6.1 Exported files .................................................................................................... 25 4.6.2 Exporting collision points ................................................................................. 25 4.6.3 Exporting the height maps ................................................................................ 26 4.7 Inventory screen ............................................................................................................. 28 4.8 XNAnimation library ..................................................................................................... 31 4.9 Adventure interaction ..................................................................................................... 36 4.10 Scripting ......................................................................................................................... 38 4.11 Camera ............................................................................................................................ 40 4.11.1 Camera transition ............................................................................................. 40 4.11.2 Camera collision .............................................................................................. 42 4.12 Shaders ........................................................................................................................... 43 4.12.1 Shader implementations ................................................................................... 43 v Novel interactions for Adventure

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