Archive for January, 2009
Weekly Discussion – part 2
by boro84 on Jan.29, 2009, under Meeting Outlines
Exploration (Anselm)
Generate game map from real satellite images
Timeline
Stage 1: Image processing on Google Maps image to generate 3D terrain
Stage 2: Generate control points based on generated terrain
Stage 3: Populate the map – trees, building, monsters w influence map (w Yunxu)
Stage 4: Process user input using Google Maps API
Exploration (Yunxu)Terrain analysis for trap placement, high level Squad AI decisions
Timeline
Stage 1: decide best location for 1 trap type – Boulder Trap – high ground facing possible path.
Stage 2: 2 more types of trap, e.g. the powerful Bear Trap – low visibility, high foliage
Stage 3: intelligent squad deployment AI (w Boon Pin)
Stage 4: TBC
Exploration (Boon Pin)
Intelligent Combat AI algorithms for NPCs (Monsters)
Timeline
Stage 1: Basic pathfinding and monster AI
Stage 2: High level Commander AI based on control points (w Anselm)
Stage 3: Squad AI
Stage 4: Advanced squad AI for squad and monster
Exploration (Shao Chong)
Engine development, UI and enhancing game play through camera and controls
Timeline
Stage 1: Engine up w combat capability and fly through camera
Stage 2: Game play coding, camera research
Stage 3: Camera development and combat control
Stage 4: Fine tuning of camera and combat controls via play testing
Weekly Discussion – part 1 (online)
by boro84 on Jan.29, 2009, under Meeting Outlines
Agenda
———–
1] Update
2] Reflections on what transpired last week
3] to-do
Update
The team read through and is in the process of compiling the Innovation Engine into XP-Dev
Abit of research on individual parts
Reflections
Input from Allan:
3D Game is wide (complex) and difficult to implement
individual’s parts are dependent on each other, ie. Map Representation -> Pathfinding -> AI, etc
advise is to scale down on implementation so as to fit into project timeframe
features to show must be obvious (eg. clever AI must be able to be observed by player)
To-Do
Meeting the next day to sort out product backlog and plan sprints
Follow-up on relevant people for update on xbox loan, creators’ club premium account, schedule for meeting with Claude and Dr. Ashraf, updating Allan on meeting timings
part 2 coming up after tommorow’s meeting
Happy New Year
by Subby on Jan.24, 2009, under Conceptualisation
Course of Action after the long weekend:
- We should all install Microsoft Visual C# 08 Express + XNA Game Studio 3.0
- Dennis and Chow will help install these on several PCs in Media Lab 2 (yay)
- Still PC development with plans for 360 porting but we should still try to loan out a 360 from school to test porting early on.
- Complete the tutorial from Innovative Games shape up the engine
- I believe the Creators Club paid account by the school should give premium download access, should try to get our hands on both Robot and Ship game
- Discuss, re-evaluate and streamline what we want. Should aim lower and finish a complete game. We can always go back to rework on it after the semester.
- This means revising our product and release backlogs.
- Arrange meeting with Claude on Thursday
Conceptualisation 2
by cyunxu on Jan.22, 2009, under Conceptualisation, Meeting Outlines
Reference Books
Went to Clementi Book Store to look for reference books. Tenatively we will be deciding on this book: Microsoft Xna Unleashed : Graphics and Game Programming for Xbox 360 and Windows.
Game Engine
We took a look at a few ready 3D XNA game engines, but could not find a suitable one. We decided to use the tutorial for building a 3D XNA game engine at http://innovativegames.net/ to start a game engine from scratch. This will enable us to understand the internals of a game engine better.
Conceptualisation I
by Subby on Jan.18, 2009, under Conceptualisation, Meeting Outlines
Follow-up
Platform
School only has 2 Xbox 360 for possible loan. Anselm’s still on the way. I might be able to loan one from friend who works at Microsoft. We’d try to develop for PC with Xbox 360 controllers first. At least for initial few releases until we can settle deployment problems for the Xbox. Worst case scenario would be to fully develop on PC and port to 360 at the end of the day.
Meetings
Meeting timing with Dr Ashraf is tentatively set for Thursdays or Fridays. To check with Claude.
Game Design
To-Do
- Check pricing of Xbox controller + bluetooth dongle
- Update: 75.90 per piece w/o dongle
- Arrange fixed timing for meetings with Claude & Dr Ashraf as well as free time for group programming/discussion. To be confirmed once tutorials are allocated.
Release 1 planned
Current prototype map
by anselm on Jan.16, 2009, under Game Features
- Current state of the map generated using a height map and code
- Attempting to add in tree using a tree map
- Adding more assets like buildings and bridges
Traps
by cyunxu on Jan.15, 2009, under Game Features
Traps are currently only for outdoor part of the map. The map will have environmental materials that will be used to build traps. A trap-builder will be able to survey the surroundings and determine what materials are available and thus which traps are able to be built. However, the game does not require the player to go gather these materials. The trap-builder will then be able to choose the best choice of available traps to be build at the best location automatically. For example, the trap-builder will give a high rating for a boulder trap put on a slope and low rating for a boulder trap on flat land. A trap is triggered by the opposing party once it touches the trap, and a penalty will be given. Traps will be visible to the opponent, but the visibility (alpha value?) of the trap will have an inverse relationship to the goodness of the trap. That means a trap with higher rating value will be less visible to the opponent.
Given below is a rough list of the materials, traps and their attributes, which may be amended and expanded.
Types of materials:
Environmental Materials:
- Water
- Sand
- rocks
- wood
- leaves
Default materials (inexhaustible):
- spade (hole digging)
- trip wires
Types of traps:
| Trap | Materials Needed | Build Time | Penalty |
|---|---|---|---|
| Quicksand | Water + Sand |
10s | Morale -10%, 10s delay |
| Pit Trap | Leaves + Spade | 10s | Morale -10%, 10s delay |
| Pit Trap with Spikes | Leaves + Wood + Spade | 15s | Morale -10%, 10s delay, -10HP |
| Boulder Trap | Rocks + Tripwire | 5s | Morale -5%, -10HP |
| Log Trap | Wood + Tripwire | 5s | Morale -5%, -5HP |
Map
by boro84 on Jan.14, 2009, under Game Features
In order to balance the game, the monster layout will be something like below

monster distribution
TBC. Add any map related stuff here!
Monsters
by boro84 on Jan.14, 2009, under Game Features
Monsters are catergoried into a few types, namely
- physical / magical / hybrid
- side a* / side b* / neutral
Some of the monsters, when nearby with another type of monster, might be able to execute a combined skill attack.
Monster table
| Side A* | Neutral | Side B* |
| Archer(P) | Farmer(P) | Wraith(M) |
| Barbarian(P) | Yeti(H) | Bat(H) |
| Spearman(P) | Spider(H) | Necromancer(M) |
| Pyromancer(H) | Treant(M) | Salamander(M) |
* to be changed to an appropriate name for the side
(P), (H), (M) denote physical, hybrid and magical types respectively
In addition to these monsters, there will be passive creatures, chicken and goats, roaming the game world.
Beastiary
Archer
ranged attacker
combo: fire arrows (Pyromancer)
Barbarian
fast melee attacker
attacks to the death
Spearman
stabs enemies
combo: flaming javelin (Pyromancer)
Pyromancer
burns enemies
combo: fire arrows (Archer)
Farmer
attacks with fork
skill: turns goats aggresive
Yeti
crushing attack (20% reduce defence to 0)
Spider
cast spider webs (slows speed by 50%)
Treant
fires magical branches
Wraith
skill: scares away all enemy troops
Bat
combo: turn into Vampire(Necromancer)
skill: sucks blood (Vampire)
Necromancer
shoots magical missle
skill: turns chicken into kamikaze exploding chicken
skill: turns bats into vampires
Salamander
amphibious monster
shoots missles (20% poison)
Character
by boro84 on Jan.14, 2009, under Game Features
This section describes features of the character class in the game.
The current version is not final. Numbers and formulas are now simplistic and subject to testing in order to balance the gameplay.
Attributes
The character itself does not have a level. The strength of the character is dependent solely on its attributes described below.
Visible Attributes
- HP
Determines the health of the character.
Possible UI Implementation is a health bar on top left corner of screen.
Formula: Max 100/100. Regeneration rate 1HP/10s. - SP
Required to use character skills.
Formula: Max 5/5. Regeneration rate 1SP/10s. - Vigor
Determines the character’s attack, defence and capacity.
Formula: Start 10. Alternatively, class dependent. - Sorcery
Determines the character’s magic attack, magic defence and capacity.
Formula: Start 10. Alternatively, class dependent. - Capacity
Determines the number of Items that the character can carry.
Formula: Vigor * 1.5
Hidden Attributes
- Attack
Determines the damage of the character using physical attacks.
Formula: Vigor * 1.5 - Magic Attack
Determines the damage of the character using magical attacks.
Formula: Sorcery * 1.8 - Defence
Determines the damage suffered by the character against physical attacks.
Formula: Vigor * 1.2 - Magic Defence
Determines the damage suffered by the character against magical attacks.
Formula: Sorcery * 1.5 - Speed
Movement Speed of character. Determined by the amount of free capacity character has.
Formula: TBC - Fury
Determined by the amount of damage suffered by the character. A fury meter will be maintained.
Character will be able to release a special “Fury Skill” upon suffering enough damage.
Fury meter will decrease if a character does not engage any enemy within a timeframe.
Fury meter resets to 0 once skill is used.
Formula: Fury Meter 0/100. Increase by 1 per damage suffered. Decrease by 1 after 1st 10 seconds of not engaging enemies, and every 5 seconds there-after.
External Attributes
- Morale
Morale will have a direct impact on the character’s attributes (as well as of all friendly troops).
Formula:
Morale 50% (Default) -> Vigor, Sorcery 100%
Morale 0% (Minimum) -> Vigor, Sorcery 50%
Morale 100% (Maximum) -> Vigor, Sorcery 150%
Attribute Gain
Attribute gain will be hidden from player. Players do not need to assign any of their character’s attributes.
Player’s action however will have a direct consequence on the growth of their attributes. This allows for many different possible character builds.
Players will increase their vigor and sorcery attributes when attacking monsters or enemies. This will in turn affect the other attributes.
Formula:
Each point of vigor / sorcery will require 20 points of experience to level up. The rules which governs the gain of attribute experience is described below.
- Attacking using physical / magical skills will increase 1 experience in vigor / sorcery
- Killing an enemy of physical type will increase 3 experience in vigor
- Killing an enemy of magical type will increase 3 experience in sorcery
- Killing an enemy of hybrid type will increase 2 experience in vigor and 2 experience in sorcery
Skills
Skills will be unlocked based on the character’s vigor and sorcery attribute.
The fury attack is a special attack which can be used when the fury meter is maxed out.
Skills list:
| Name | Requirement | Cooldown | Damage | Description |
| Slash | 10 Vigor | 0.2s | ||
| Fireball | 10 Sorcery | 0.5s | ||
| TBC |
Squad Party Members
TBC




