Friday, November 14, 2008

Airfoil with lift


Fluid flow past an airfoil.

Any ideas for how to use this in a game?

Maybe a puzzle game where you have to get a paper airplane to strike a target...?

Final Thoughts on Wall E


ASSIGNMENT
Wall E:Eve's Garden was made in exactly 2 weeks time by a team of five people. There were two producers, one programmer, and two artist's working on this project. The goal was to use an existing intellectual property(IP for short) to make a game that utilizes indirect control. Using indirect control, developers can give players the illusion that they have lots of freedom to explore,when really they don't.

OVERVIEW
Our IP assignment was Wall_E. We decided to design our game around both the IP and the demographic it targets. Specifically, the demographic we targeted was children ages 10 & up. Thus, our controls & puzzle's were only as complex as the demographic required. Once Steve and I finished the level design we separated into two teams to complete the game. The programming team consisted of Victor and myself. Victor designed the games architecture and then delegated me programming task's. Steve, Carlos and Katie made up our art team. Katie did all the character modeling while Carlos and Steve did the environmental modeling.

MY CONTRIBUTION
For this round, I played the role of both a designer and programmer. As a designer, I collaborated with Steve to create the core mechanic's and level design. Our level design was challenging because we had to implement indirect control. The two tools we used to create indirect control was orientation and line of sight. By starting the player off facing a specific direction, we were able focus their attention toward the first important location in the level. Using boxes to block the players view, we directed them in direction's we wanted them to visit.
As a programmer, i learned how to use XNA's audio authoring tool [called XACT] to create sound files called "cue's". I them implemented the code that allowed the engine to read the "cue's". I also wrote the code that allowed our roach character [Hal], to travel through cracks in the walls. I accomplished this by using collision sphere's as "triggers" to let me know when Hal was about to collide with a crack; then i reset Hal's position to the corresponding crack. Lastly, I created spatial sound triggers that allowed certain sound's to be played when the player is at a specific area of the level.

AGILE MANAGEMENT
Just as i did last round, i again implemented agile management techniques using SCRUM. Since RPP is very short on time with very small teams, i tailored SCRUM so that it would be most beneficial to my teams situation. The heart of SCRUM is the daily meetings during which each team member answers three questions. These questions are meant to "synchronize" the team so that everyone knows what each other is doing. Every day at noon we held our 15min daily meetings.

CONCLUSION
Wall E was warmly accepted as our IP on day one, and we all embraced it during the two weeks. The end result was a polished game with a fun mechanic and enticing sound. We were fortunate to have such a talented, well balanced team. Carlos, Katie, and Steve worked very diligently on the art assets. Our characters and environment not only look great, but they truly capture the feel of the IP. Victor is very talented and extremely determined; he accomplished everything asked of him and more. I would happily work with any of them again. Great job Victor, Carlos, Katie and Steve.