Author Archive
Meeting outline
by anselm on Feb.22, 2009, under Meeting Outlines
Current plans
- game theme – chess
- temp game name- chess wars
- Commander unit -king
- Meele unit – Knight
- Range unit – Bishop
- Support unit – Queen
- Neutral unit – Pawn
- Control points – Rook
Current task list
Anselm
-Add ons to terrain(trees, moutains, waters, buildings)
-Add credit screen and blah blah screen
- long 5:3 map
Wen bin
-Basic commander AI
-Flocking
YunXu
- traps
- randomly add them to terrain (preloaded traps)
- influence map
- visibility check using frustrum bounding box
Shao Chong
- timer
- seperate team(mechanics)
- Combat system
Will have a small meetin online everyday online from 10am-12pm
Idea for team formation controlling using xbox controller thumb stick

Go go go!!!
Updates on terrain
by anselm on Feb.16, 2009, under Brainstorm

- water with reflection is up
other things to consider
- effects on water depending on the game style
- optimum height ratio for water
- other methods of random height map generation(random fractals, triangles, Fourier series,etc)
Terrain generation
by anselm on Feb.01, 2009, under Pre-Production
At first we thought of using terrain view of google maps to generate terrain, so the player will feel more fun playing the game. After some discussion with Allan we finally dropped the idea of using google map’s terrain view since it is not a height map nor a gradient map, so it will be hard to gather useful information from terrain view map and generate a game world out of it.
Secondly we thought of using the GIS(Geographic Information Systems) data. However, since we are intending to implement the game onto Xbox 360, and a good set of GIS data are usually quite huge, memory on xbox might not be enough.
The third suggested option was to use diamond-square algorithm to randomly generate a terrain. Basically it is an algorithm to randomly generate a height map that the neighboring points are not very far off. After a few parses the height map was quite a decent one as show below.

The last option was to randomly generate some points at fixed intervals and using bezier curvesto interpolate the points in between + Perlin noise to generate the terrain. This is an interesting option as it could also be used along with Geographical Mip Mapping where terrains further away are interpolated with less points making real time rendering a lot cheaper.
the result of using diamond-square random map generation. Everytime it generates a new map that looks natural.
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
Finalizing prototype requirements
by anselm on Jan.11, 2009, under Meeting Outlines
- magic/fantasy (eg. drawf vs globins)
- start with a 1 unit vs 1 unit prototype
- troops + turrets for bases
- traps
- 1-2 general type of unit?
- feed back and UI
- controls -> xbox controller will be better
- Indoor(castle, tunnel) + outdoor(forest, mountain, river, plain)
- weather -> global effect ( rain = mass slow?, reduce in visibility)
- terrain height map (affect the movement speed in up hill and down hill)
- tentatively will be on PC for prototype 1

2d version of the prototype map







