Gnosis - PowerPoint PPT Presentation

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Gnosis

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Controllable with either Xbox 360 controller or keyboard/mouse ... Xbox 360. PC. Video Card. Pixel shader model 2.0 compatible. 128MB (256MB recommended) ... – PowerPoint PPT presentation

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Title: Gnosis


1
Gnosis
  • Michael Bennett
  • Keith Francisco
  • Grady Yarborough
  • Chris McInnis
  • Anthony Grant

2
General information
  • Action/RPG hybrid
  • Some NPCs react to player behavior
  • Various abilities to be gained during play
  • Basic gameplay is action
  • Over-the-shoulder shooter

3
Overall Setting
  • Distant future
  • Humanity has colonized the nearby stars, but is
    fighting a losing war
  • Multiple alien races
  • Some are hostile to humanity, some are neutral, a
    few are friendly

4
Races
  • Humans
  • Homeworld destroyed decades earlier
  • Only a handful of star systems truly under their
    control
  • Highly advanced, but lacking in population

5
Races
  • Shomaten
  • The oldest and most powerful faction in the
    galaxy is mostly this race
  • Slowly destroying humanity
  • Uses completely biological technology
  • Everything, even ships, is alive
  • Had bad experience with machine-based technology
    centuries ago
  • Breakaway faction seeks to harmonize bio-based
    and machine-based technologies

6
Races
  • Shichi
  • Very small race
  • Good at tinkering with things, always looking
    for various bits of tech
  • Not widespread galactically
  • Ignored by both humans and the evil aliens

7
Factions
  • Humans
  • Main government
  • Controls nearly all the human star systems
  • Totalitarian
  • Highly advanced, but numerically weak
  • Believes that humans must stand or fall alone
  • Peacemakers
  • Seek assistance from other races, especially the
    breakaway Shomaten faction
  • Non-violently opposed to main government

8
Factions
  • Shomaten
  • Main government
  • Xenophobic technophobic traditionalists
  • Seeks to destroy all humans
  • Relies exclusively on advanced biological tech
  • Resistance
  • Separate from the main government
  • Desires to integrate mechanical and biological
    technology
  • Seeks more peaceful, less insular relations with
    other races/factions

9
Protagonists
  • Player
  • Experimental human cyborg
  • Abandoned in a remote tech facility when the
    evil aliens took over the system
  • Activated by an inquisitive good alien
  • Bizer
  • The Shichi who activates the player
  • Can upgrade player with tech
  • Has his own goals

10
Demo
  • Setting
  • The remote facility where you were developed and
    abandoned
  • Facility is deteriorated, but shows signs of very
    hurried departure some tech may still work

11
Demo
  • Narrative
  • Bizer activates you and the two of you start to
    explore
  • Shortly thereafter, a covert team of human agents
    arrive with the goal of retrieving you and
    whatever else may be available
  • Possible to agree to go with them at this point
  • Later in the facility, alien forces arrive to
    destroy the intrusion
  • Ultimate goal escape facility

12
Gameplay
  • Controllable with either Xbox 360 controller or
    keyboard/mouse
  • Energy restores health (via nanobots) and powers
    all non-projectile weapons regenerates at an
    improvable rate
  • Line-of-sight stealth elements
  • Multiple interactions with NPCs (not just kill/be
    killed)
  • Usable vehicles

13
Level Design
14
Technical info
  • System requirements
  • Xbox 360
  • PC
  • Video Card
  • Pixel shader model 2.0 compatible
  • 128MB (256MB recommended)
  • DirectX 9.0
  • XNA redistributable
  • 512MB of RAM (1GB recommended)
  • Intended ESRB rating T

15
Content
  • Audio
  • FX from the web (not yet determined)
  • Some voice work from team members

16
Game Engine
  • The game engine is developed by Chris McInnis, in
    C, using Microsofts XNA framework
  • References include Programming A Multiplayer FPS
    in DirectX by Vaughan Young and Programming Role
    Playing Games with DirectX by Jim Adams
  • Modular engine to facilitate OO approach

17
Game Engine Modules
  • The biggest component will probably be the Screen
    Manager

18
Game Engine Modules
  • The Frame Counter component will keep track of
    the games frames per second. This will be used
    for testing purposes - Completed
  • The Keyboard component will handle all input
    information from the keyboard. The information
    will be dispatched by keyboard events Completed
    in old engine
  • The Mouse component will handle all input
    information from the mouse. The information will
    be dispatched by mouse events. This component is
    only available on the Windows game engine
    version. This limitation is due to the fact that
    a mouse cannot be used with the Xbox 360 -
    Completed in old engine

19
Game Engine Modules
  • The Game Pads component will handle all input
    information from the Xbox 360 controllers. The
    information will be dispatched by Xbox 360
    controller events Completed in old engine
  • The Data Manager component will handle any game
    data that will require loading and saving when
    the player starts the game or when he/she is
    finished playing
  • The Script Manager component will handle
    executing any game scripts. Scripts will be used
    to remove game specific concepts from the code.
    The script manager will handle loading and
    properly disposing of these scripts as well

20
Screen Manager
21
Screen Manager
  • A game screen means anything to be drawn in the
    game window. Screens will be managed using a
    stack approach. A screen can be pushed onto the
    stack and popped off of the stack, creating a
    state-based system
  • For instance the title screen can be pushed on
    first. When the player starts the game the game
    scene will be pushed on top of the title screen,
    then the graphical user interface pushed on top
    of the game scene

22
Screen Manager
  • Using the stack approach the game screens will be
    drawn from bottom to top. Some screens can block
    screens that are underneath from updating or
    drawing. Drawing from bottom to top creates a
    clean way of separating different screens from
    each other. Since the graphical user interface
    will be pushed on top of the game scene the
    graphical user interface will be drawn after the
    game scene

23
Screen Manager
  • The User Interface screen separates any graphical
    user interface controls from the rest of the
    screens. This screen will manage passing user
    input to the controls in order to update them and
    interact with them
  • The Game Scene screen handles drawing three
    dimensional scenes, as well as collision
    detection and object culling to improve drawing
    performance
  • Another screen needed is the HUD. This screen is
    used to display health and energy as well as
    current weapon and target reticule. This screen
    can also display interaction information

24
Timeline
  • Develop Story Mon 3/5/07
  • Game Engine Mon 3/26/07
  • Character Design Fri 3/9/07
  • Character Meshes Sun 4/1/07
  • Level Design Fri 3/9/07
  • Voice acting Fri 4/27/07
  • Sound FX Thu 4/26/07
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