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Garbage Gladiators

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James Truesdell Modeling, Level Design ... One player with AI. Other multiplayer modes ... Four controllers per Xbox (or at least two with 4 controllers) ... – PowerPoint PPT presentation

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Title: Garbage Gladiators


1
Garbage Gladiators
  • By Garbage Men
  • Jared Salzmann, Jesse Sheridan, James Truesdell,
    Nicholas Lance

2
Evolution
  • Started with focus on truck modification
  • Trash did too many things
  • Fighting over territories

3
Evolution
  • Ended with focus on actual game play
  • You win with most trash collected throughout game
  • Trash gives you money, money buys weapons
  • The battles are the fun part, not buying weapons

4
Evolution of Formal Elements
  • For the most part, only a few of the rules and
    mechanics changed
  • The same
  • Resources
  • Conflict
  • Boundaries
  • The story changed after story boarding.

5
Success!
  • We realized the vision for our game.
  • We imagine this game to be a fast paced resource
    gathering multiplayer shoot-em-up. This intense
    game play pits players against each other while
    trying to collect resources to further them in
    the next level.

6
Changes After Prototype Testing
  • Clearly mark drop off point
  • Unlimited bullets
  • Represent health and resources as bars
  • Pickup up trash with L trigger, not A
  • Added powerups

7
Changes After Alpha Demo
  • Slowed down rate of fire of bullets
  • Added super weapons
  • Couldnt decide how the player should shoot
    weapons, playtested
  • Random queue No
  • Each weapon had its own button No
  • change weapon button, trigger for fire

8
Changes After In Class Game Evaluation Time
  • Buy super weapons (menu system)
  • Added audio
  • Player X is in the lead really helped
  • Attempted Truck on truck collision detection
  • Made it too easy to completely block a player
  • Just too frustrating
  • Maybe Bullet would have helped

9
Playtesting The Nearly Final Game
  • Players felt balance was pretty good
  • We observed players learning the game faster
    than others and winning more.
  • Players rarely dominated an entire game.
  • Come from behind victories
  • Nuke (started as a joke) killed everyone,
    including selfplayers didnt like this.

10
Playtesting The Nearly Final Game
  • Audio volumes needed to be tweaked.
  • End of round and game was anticlimactic
  • Added Player X Wins Screens and Audio
  • Lightning bolt didnt seem to do damage
  • Added a hit sound and upped hit points
  • Most people really liked it and thought it was a
    lot of fun.

11
Playtesting The Nearly Final Game
  • Audio volumes needed to be tweaked.
  • Music during game cause audio overload
  • End of round and game was anticlimactic
  • Added Player X Wins Screens and Audio
  • Lightning bolt didnt seem to do damage
  • Added a hit sound and upped hit points
  • Most people really liked it and thought it was a
    lot of fun.

12
Tech Challenges
  • Maya put extra invisible 3D structures in models
    (slowed game)
  • 8MB vs 700KB
  • 12 fps to 60 fps
  • Bullet was too hard to implement. Spent a weekend
    figuring it out, decided our time was better
    spent elsewhere.

13
Roles
  • Jared Salzmann - Collision Detection, Game Model
    stuff, Sound Design/Sound FX
  • Jesse Sheridan - XNA 3D Audio Integration,
    Driving Physics, Bullet
  • James Truesdell Modeling, Level Design
  • Nicholas Lance - Camera Zoom, HUD, Menus,
    Intro/Ending Screens

14
Future Changes
  • Bullet
  • High quality maps/textures/models
  • One player with AI
  • Other multiplayer modes
  • Audio commentary (might be too much audio)
  • Fake TV commercials

15
XNA Dev Improvements
  • CVS on the DML computers
  • Fraps on the DML computers
  • Audio development on the PC speaker is annoying
  • Need better monitors for the Xboxs
  • Speakers for Xboxs
  • Four controllers per Xbox (or at least two with 4
    controllers)
  • Rent a controller from TSO to plug into windows
    computers
  • Stop having to generate keys

16
Video
  • Trailer
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