Reno 911 Paintball - PowerPoint PPT Presentation

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Reno 911 Paintball

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Reno 911 Paintball MTV Networks Online Game Group Description Extremely simple 3D FPS Based upon the Reno 911 show characters Easy to play Hardcore gamers are ... – PowerPoint PPT presentation

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Title: Reno 911 Paintball


1
Reno 911 Paintball
  • MTV Networks Online Game Group

2
Description
  • Extremely simple 3D FPS
  • Based upon the Reno 911 show characters
  • Easy to play Hardcore gamers are not the
    audience.
  • 10-15 minutes of gameplay(yes thats right)

3
Requirements
  • Had to play in a browser
  • Could only use the plugins already on
    ComedyCentral.com.(Shockwave or Flash)
  • Kinda limits your options to Shockwave 3D or
    embedding some engine in shockwave as a plugin (
    xtra)
  • Keyboard only controls
  • Had to be at most 2MB total size

4
Rejected Solutions
  • Shockwave 3D
  • Uncertain future support
  • Suboptimal rendering performance and tools
  • Torque Too big a filesize
  • Irrlicht Too big a filesize
  • Ogre Too big a filesize
  • Groove/Otoy not open source and at the time
    Otoy was not a shockwave plugin(as far as we
    knew).

5
Accepted Solution
  • Custom shockwave plugin(xtra)
  • Designed to be as independent as possible from
    shockwave XDK (can be used as standalone app)
  • Written from scratch using C/DirectX 8
  • OpenGL not available everywhere, worried about
    drivers
  • Newton Dynamics Physics SDK
  • X-Files and Half-Life 2 SMDs for asset formats
  • Might use COLLADA if I had to do it again
  • Custom Maya MEL Script exporter turned Maya into
    a simple level designer.

6
Rationale
  • With our own plugin we could control everything
    and access the best APIs.
  • We could gradually build upon the tech with each
    game.
  • Could integrate our multiplayer technology in the
    future.

7
Challenges
  • Had to learn DirectX(only knew OpenGL)
  • Had to learn Maya and MEL Script
  • Had to learn Shockwave/Director XDK
  • That really sucked, no really it did badly
  • Trust me it sucks.
  • Had to implement (almost)everything myself!
  • If a feature was desired it usually had to be
    written from scratch.

8
What went right
  • Plugin code once it was written it could be
    used for other projects Intellivision Emulator
    in a browser for VH1.
  • Saved us money didnt have to hire an external
    developer to do it for us.
  • Download size. The whole engine was around
    400KB.
  • Newton Dynamics (Physics SDK). Was really small
    (added about 100K) and did a lot of things we
    needed.

9
What Went Right (2)
  • Prior expertise in browser plugin development
    helped out when we got stuck
  • Debugging with two programmers and one keyboard
    really great method of debugging
  • Friday nights for some reason we always solved
    our bugs on Friday nights.
  • Research Collecting data on the users of
    comedycentral.com helped us discover what our
    target hardware was.
  • Data driven design.

10
What Went Right (3)
  • Having a good low poly 3D artist. Who was patient
    (He needed to be!)
  • Working on a project that I really liked
  • I added a lot of features in my spare time (or
    snuck them in at work) because I wanted to see
    them in the game
  • Half-Life 2 SMD based importer and animation
    system
  • Particle system
  • Decal system
  • Projectiles
  • Radar
  • Damage threat direction indicator

11
What Went Wrong
  • Made invalid assumptions about utility of 3rd
    party code
  • Project took way too long
  • Microsoft example skeletal code was awful
  • Load times and spaghetti code were an issue and
    led to dropping MS skeletal code
  • Director, Shockwave XDK Shockwave player
  • Dealing with the idiosyncrasies of the tech ate
    up 1/3 of the total development time.
  • Having a reliable installation and the ability to
    automatically upgrade the xtra took the most time.

12
Wrap Up
  • Works! (Phew!) And has decent performance on low
    end hardware
  • 25 FPS on PIII 866 w/Intel 82810 chipset
  • 200 FPS on P4 3.0 w/Intel GMA 950 chipset
  • Game is not a CPU hog, most of the performance
    will come from GPU
  • Visually appealing as compared to other browser
    games
  • Gave us an extensible platform for future 3D
    browser games
  • Took 6 (immature)man months (1 programmer Me! -
    plus some debug help from Dan Goldstein)
  • 160 source code files.
  • Polygon budget 20,000 per level (including npcs)
  • Texture Budget 32MB
  • Tools used
  • Visual Studio 2005
  • Maya 7
  • Half Life 2 SDK MEL exporter
  • X-File exporter
  • Newton Dynamics SDK
  • Nullsoft Installer Compiler
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