GAME DEMO

BuzzMan........................ in action!!!!!!!

 

Progress Report for BuzzMan

Goal and Topic
The goal of BuzzMan is about the skillful playing technique in combat and careful navigation in collection gold coins!!!! BuzzMan aims to collect all the gold coins and eliminate as many enemies as he can.

Topic
Gold coin collection in a chamber of fantasy.

Research and Preparation
Our group decided to use a game engine, fly3D game engine, as a platform to develop the game.

There are many advantages of using game engine in developing a game. One of them is the broad functionalities which are available, such as collision detection, user interface, input and output function, etc. However the available functionality comes in a basic template, which definitely does not suit for customized-game development. Thus for BuzzMan, we intend to devise our own engine class, by making use of the available game engine-functionalities, to suit our design goal for BuzzMan
We hope that we can make a good use of the game engine to reduce our programming time to work on basic functionalities such as rendering, texturing and collision detection; instead we would like to focus on game design, structural development and artificial intelligence.

Nowadays, there are many free-game engines available on the net. We have been consulting with gamer’s forum and the game engine website itself, to choose a game engine that suits our design for buzzman.

Among many game engines, there were three candidates for buzzman supporting engine, they are
Genesis 3D
Crystal Space 3D
Fly3D
There were some basic requirements that we were looking for in a game engine for our BuzzMan implementation, they are:
1. Powerful functionality
2. Publicly available tutorials and documentations
3. Ease of use
4. Licensing issue
We studied the three candidates thoroughly to find out the best game engine to suit our game design, based on the four criteria that we specified above. In BuzzMan implementation, we concluded that fly3D is the best of all, due to its complete documentations and powerful functionality.


Design Phase
Input and Output Structure
Input

We would like to provide users with two types of input, keyboard and mouse. The actor’s movement is controlled by the mouse. Actions can be triggered either by clicking button(s) in mouse, or by pressing keyboard button(s)

Output
Monitor is our main user output, however sound effect is likely to be added in our final game implementation.


Game Structure
We are still considering using either a first person or third person perspective.


Design of Game Area
The game area is designed using 3D studio Max. 3D studio Max file is exportable to Fly3D structural builder, and it is supported by lots of Fly3D functions.

The area is designed to provide user with a kind of illusion that they are playing in a fantasy world which is a combinations of many kind life elements. The area is divided into several chambers.

The first camber is an 1800 century corridors in a house.
We implement our concept in texture mapping and lighting functions, for game improvement, we would like to add windows and perhaps radiosity to model the lighting environment.

 

The second chamber is an in-house garden with a water feature and flower.
Again we implement our knowledge of texture mapping and lighting functions. We also would like to model a non static water feature, or perhaps adding transparency to the water texture that will make the water looks more real.

 

The third level, still maintains its water feature, the area is getting darker, welcome to the castle’s chamber of secret.
We use minimal lighting instead we would like to model a lighting environment as a light map the scene.

 

The final chamber is an outdoor chamber; it is designed to model a roman style of garden.
Terrain mapping, water texture and skybox are the concept that we bring in the 4th chamber.

 

In all scenes we implement collision detection between player and scene structure. We divide the rendering area room by room thus we can cluster the rendering area to be more efficient in using computing complexity. We would also introduce culling algorithm to remove polygon which are not visible to the player from a certain view angle.


Programming development
The map designed in 3D Studio Max has been exported into the Fly3D game engine and using the template class available in Fly3D, the area can be traversed and a player can play inside the map. Below are some snapshots of a shooter character in our game environment.

 

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