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Presenting “Unnamed Game”
Basic Mechanics
 Overhead space shooter
 Control ship with arrow keys
 Press fire button to fire all of your guns at once
 Cells
    break off as a ship takes damage
    enemies are built from cells
    must be directly hit to be destroyed
 You must protect your brain cell – if it takes 3 hits,
  you’re dead!
Cell Types
 Basic Cell
    Does not shoot
    Provides cover for other cells
 Gun Cell
    Shoots a fast projectile in one direction
 Missile Cell
    Shoots a seeking missile
    Short lifespan
 Melee Cell
    Sword-like cell that must touch a cell to kill it
Behind the Scenes
 Multiple Child tree structure for ship
   Brain Cell is the root
   Hitting a cell destroys it, but releases children cells back
    into environment
         Can be retrieved by you or enemy
     

    Traversal used for most cell operations
         Drawing
     

         Shooting
     

         Collision detection
     

         Rotation and translation
     
Behind the Scenes
 Collision Detection
    Every bullet from every ship can collide with every other
     ship
    Time-based collision needed with high projectile speeds
     and small cell sizes
    Bounding circles used to minimize collision checks
Challenges Faced
 Mobile Game Development
   Pros:
       Easy to get started
   

       Java-based
   

       Netbeans Game Development tools
   

   Cons:
       Little memory (~1-4 MB heap size)
   

       Small screen
   

       Awkward controls
   

       Not completely portable among J2ME phones
   
Challenges Faced
 No floating point arithmetic
   Floating point math is not on all J2ME phones
   Used an open-source fixed-point library
   We use 64-bit fixed-point longs
        With 32-bit we did not have enough precision or range
    
Memory
 Use of the new keyword was expressly forbidden
  without a good reason to back it up
 Operations on vectors to avoid allocating memory
   Pair a plus with a minus
   Pair a multiply with a divide
   Minimize vector normalization (slow)
 Garbage collection is actually reasonably fast, but we
 still want to avoid using it
Challenges Faced
 Management
   Team members have other priorities (school work, jobs,
    etc.)
        Long term goals are ineffective
    

   Members come and go
     Code in small pieces to avoid losing work when a member
      leaves
   Short jamming sessions more effective
     Declare goals to reach at the end of a 5 – 10 hour session
     Fosters team atmosphere
     Peer coding helps members become familiar with code
Bugs and Hax
Bugs
 Can keep up with your
 own bullets



 Phantom ship
Hax
 The fixed-point arctan2 function has a bug
    Good solution – do some math and checks to
     compensate
    Bad solution – reorder the sprite rotation array so that
     the rotation works anyway
 Guess which one we did?
Future Plans
 Improve collision detection (esp. for melee cells)
 Work on single-player experience
 Tighten up the graphics on level 3…I mean, import the
  rest of the sprites and get a background
 Multiplayer over Bluetooth
 Port to Flash (better graphics, online multiplayer)

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Penn Siggraph Games Development Game

  • 2. Basic Mechanics  Overhead space shooter  Control ship with arrow keys  Press fire button to fire all of your guns at once  Cells  break off as a ship takes damage  enemies are built from cells  must be directly hit to be destroyed  You must protect your brain cell – if it takes 3 hits, you’re dead!
  • 3. Cell Types  Basic Cell  Does not shoot  Provides cover for other cells  Gun Cell  Shoots a fast projectile in one direction  Missile Cell  Shoots a seeking missile  Short lifespan  Melee Cell  Sword-like cell that must touch a cell to kill it
  • 4. Behind the Scenes  Multiple Child tree structure for ship  Brain Cell is the root  Hitting a cell destroys it, but releases children cells back into environment Can be retrieved by you or enemy   Traversal used for most cell operations Drawing  Shooting  Collision detection  Rotation and translation 
  • 5. Behind the Scenes  Collision Detection  Every bullet from every ship can collide with every other ship  Time-based collision needed with high projectile speeds and small cell sizes  Bounding circles used to minimize collision checks
  • 6. Challenges Faced  Mobile Game Development  Pros: Easy to get started  Java-based  Netbeans Game Development tools   Cons: Little memory (~1-4 MB heap size)  Small screen  Awkward controls  Not completely portable among J2ME phones 
  • 7. Challenges Faced  No floating point arithmetic  Floating point math is not on all J2ME phones  Used an open-source fixed-point library  We use 64-bit fixed-point longs With 32-bit we did not have enough precision or range 
  • 8. Memory  Use of the new keyword was expressly forbidden without a good reason to back it up  Operations on vectors to avoid allocating memory  Pair a plus with a minus  Pair a multiply with a divide  Minimize vector normalization (slow)  Garbage collection is actually reasonably fast, but we still want to avoid using it
  • 9. Challenges Faced  Management  Team members have other priorities (school work, jobs, etc.) Long term goals are ineffective   Members come and go  Code in small pieces to avoid losing work when a member leaves  Short jamming sessions more effective  Declare goals to reach at the end of a 5 – 10 hour session  Fosters team atmosphere  Peer coding helps members become familiar with code
  • 11. Bugs  Can keep up with your own bullets  Phantom ship
  • 12. Hax  The fixed-point arctan2 function has a bug  Good solution – do some math and checks to compensate  Bad solution – reorder the sprite rotation array so that the rotation works anyway  Guess which one we did?
  • 13. Future Plans  Improve collision detection (esp. for melee cells)  Work on single-player experience  Tighten up the graphics on level 3…I mean, import the rest of the sprites and get a background  Multiplayer over Bluetooth  Port to Flash (better graphics, online multiplayer)