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Freedom in the Galaxy

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The Rebel Secret Base is represented by the blades icon (courtesy of Aileen Platt) ... Some will set a flag to be checked for during calls to other methods (ie. ... – PowerPoint PPT presentation

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Title: Freedom in the Galaxy


1
Freedom in the Galaxy
  • Province and Galaxy Group Presentation

2
Denise FeddersenJoe SandersJames BurkeDavid
Pape
3
The GalacticMap
  • The provinces are color coded.
  • A label is placed over each Star System to
    provide a click-able area.
  • The maps are in a tabbed pane so any map can be
    viewed at any time.

4
The ProvinceMap
  • The planets in each Star System are displayed in
    more detail.
  • The flags to the top right of the planets show
    PDB status and planet loyalty.
  • The Rebel Secret Base is represented by the
    blades icon (courtesy of Aileen Platt).
  • The Planet Secrets are represented by a lock
    above the planet. Locked for unrevealed, and
    unlocked for revealed.

5
The ProvinceMap
  • All of the icons can be changed to reflect
    changes in planet detail.
  • The default map settings will be initialized
    after the selection of the game type at the start
    of the game.
  • The map will be used by the Planet Control Group
    to display shifts in loyalty and planets in
    rebellion.

6
Galactic Events
  • Galactic Events are numbered 98 126 in the
    original game.
  • They are started during the Galactic Event Phase
    of each Galactic game turn by a randomly
    generated number between 1 and 29.
  • The effects of the current Galactic Event are
    displayed in a text box and the effects are
    carried out immediately, though some last the
    duration of the game turn.
  • Each Galactic Event has a method that will be
    called when it is initialized. Some will set a
    flag to be checked for during calls to other
    methods (ie. Movement or spending force points).
    Others will shift planet loyalty or distribute
    wounds to characters.
  • Though we do not know the exact detail by which
    these will be implemented, we do know they extend
    into many other classes.

7
Strategic Assignments
  • The strategic assignment deck will be randomly
    ordered at the beginning of the game.
  • Each strategic assignment will restrict the
    movement of the imperial player.
  • At the beginning of each imperial movement phase
    a new strategic assignment will be selected for
    that game turn.
  • On the fourteenth turn after the last strategic
    assignment is put in play the computer will
    automatically generate a 6 card deck to use for
    the remainder of the game.

8
Rebel Secret Base
  • The Player will be prompted at the beginning of
    the game which of 18 plants to use as the secret
    base.
  • That planet will then be marked with the blades
    icon as mentioned before.
  • If at any point during the game if the secret
    base is revealed the center dot of the icon will
    change color as indication.

9
Repairing Possessions
  • Repairing possessions will be handled by keeping
    track of the characters and any inoperative or
    damaged possessions.
  • The player will only have to pick which
    possession to repair and which character to use.
  • If the possession cant be repaired it wont be
    listed to the character.

10
Force Points
  • The force points will be used by the imperial and
    rebel players.
  • The player will be allowed to choose what to
    spend the force points on.
  • Force points can also be spent to increase the
    level of the PDB, this will also include raising
    a downed PDB.

11
Movement Requirements
  • Assumes that each province, system, planet, orbit
    box, and environ are stored and doubly-linked to
    each other (i.e. planets to systems, environs,
    and orbit boxes, environs to planets, etc).
  • Requires Environ to be a separate class with one
    Unit type pointer per environ size, and for each
    Unit class to have one Environ type pointer
    (assuming that orbit box and drift qualify as
    Environ types).
  • Assumes the Environ Unit Type pointers are stored
    in an array and set to NULL when the environ is
    not full. (i.e. an environ of size 5 has an
    array of 5 unit pointers. If there is one unit
    in the environ, then 4 pointers are set to NULL
    and one points at the unit.)

12
Movement Steps
  • Player selects unit or unit stack to move.
    Player selects planet to move to, and a dialog
    box pops up offering Orbit Box (grayed out if
    non-mobile unit or character without spaceship)
    and Planet Environs (grayed out if full of units)
    available to move into.
  • Computer makes all necessary hyper jump,
    interception, and raking attack calculations for
    movement. After end point has been calculated
    (i.e. does the unit make the move to the
    destination or stop due to interception?), then
    the Environ pointer of the Unit or each Unit in
    the unit stack is set to the end point, and the
    Unit pointers of the end point are set to point
    at each unit in the stack. Should too many units
    be moved to the environ, the user will be
    prompted to select which ones will remain in the
    previous location, and which will move into the
    destination environ.

13
Imperial Resources and Taxation
  • During the Imperial AIs Resource Phase the AI
    will tax the province designated as currently
    taxable, assuming that the Throne Planet, First
    Province Capitol Planet, and the Capitol Planet
    of the province being taxed are controlled by the
    Empire.
  • The AI will iteratively climb through the planet
    pointers within the province data type of the
    province being taxed, calculating the benefit of
    a loyalty loss versus resource gain in the
    current turn. Such calculations will be based
    upon well-thought-out and amazingly ingenious
    algorithms carefully designed and crafted by the
    AI team.
  • After the province has been taxed, the
    maintenance fees attribute of the imperial player
    class (which is modified by the resource
    expenditure class upon purchase of units and
    PDBs) is subtracted from the current total
    resource points. The Imperial AI will then make
    any purchases which the AI team deems it should
    make, based upon excruciatingly detailed analysis
    of current game states, and probability plots of
    near infinite possible future game states.

14
Planet Secrets
  • Requires an integer attribute PlanetSecretID on
    each planet containing values from -1 to 32.
  • -1 is an unitialized value and should not occur
    after the game begins.
  • 0 is a planet which does not have a planet
    secret associated with it.
  • 1 to 16 is an unrevealed planet secret.
  • 17 to 32 is a revealed planet secret whose
    identity may be calculated in code by using a mod
    16 operation.
  • Each action which might possibly reveal a planet
    secret will make a call to RevealPlanetSecret(),
    and any action which might be modified by a
    planet secret will make a call to
    ExecutePlanetSecret().
  • Planet Secrets are currently being revamped and
    redesigned. I will contact any groups who may
    need to make a call to either of the above
    methods in any of their code.

15
Missions
  • For galactic and provincial missions, we will use
    the GUI designed by the Missions group.
  • In the Province and Galaxy Games, the players may
    have their characters perform all of the missions
    available in the Star System Game, along with a
    few additional missions.
  • Therefore, we will need a few methods added to
    the Missions class. Some of those methods are
  • summonSovereign()
  • spaceshipQuest()
  • questionPrisoner()
  • stealEnemyResources()
  • gatherInformation()
  • Since we are simply adding these methods to their
    class, it should be a fairly easy process. No
    major modifications are needed.

16
Sovereigns
  • There will be a separate Sovereign class. This
    class will be responsible for the methods and
    attributes associated with this type of
    personage.
  • Note Once summoned, adds special military units
    to Player. Player may also use Sovereign as a
    limited character.
  • The Sovereign class will need the following
    attributes
  • name
  • type
  • combatRating
  • enduranceRating
  • leadershipRating
  • spaceLeadershipRating
  • starSystem
  • environID
  • isAlive
  • On each planet, we will need an EnvironID, which
    will identify the environ planet. The reason
    is that a Sovereign is assigned to a specific
    environ.
  • Basically, the summonSovereign mission method
    would perform (if successful)
  • Sovereign mySovereign new Sovereign(environID)
  • This would make it easy to access information, by
    simply using mySovereign.name,
    mySovereign.type, mySovereign.combatRating, etc.

17
Atrocity Atrocity Units
  • ATROCITY UNITS We will need to add an Atrocity
    Unit to the Military Unit class. This may be as
    simple as changing the type attribute to
    Atrocity. The Atrocity Unit has an Environ
    strength of 0 and a space strength of 2.
    Imperial player only.
  • ATROCITIES We will need an Atrocity class.
    This will handle the different types of
    atrocities that the Imperial player may commit.
  • Methods to be used
  • sneakAttack()
  • chemicalBomb()
  • hypnosisGas()
  • strafe()
  • haltPlanetaryRotation()

18
Credits
  • We would like to thank space.com and the Hubble
    telescope for the use of their lovely graphics.
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