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Zombies 2014 Remastered
FINAL PRESENTATION - COMP8902 - Winter 2014
Team BLACKWORK HAM
The Team
Aubrey Mendoza Rovin Labrador
Michael Persson Nam Nguyen
Hong Dang ????Jeffrey Ma????
The Game
Zombies V2 (working title)
● Top-down shooter
● Movement independent of orientation
○ Flashlight
● Pseudo-random levels
● Different enemies: regular, brute, spitter
● Boss fight at the end
Audience
● Ages 17 to 35
● Mostly Males
● Proficient with controller
● Zombie culture/fanbase
● More time to spend
The Plot
Rising tensions between the living and post-living factions
has resulted in all-out war! Zombies have kidnapped the
president for political purposes, demanding equal rights
for zombies worldwide. Their demands include zombie
voting, zombie marriages, and brains! It is your job to
rescue the president and ensure the demands are not
met!
TLDR - kill zombies, save president.
Features Planned
● Convenient Audio System
● Slow Motion
● Dizzy / Delirious
● General audio changes
● Narration
● Shopping system
● Overall game improvements
Alpha Progression
General Audio
● Main menu
○ Background music, sound effects
● Setting up an audio manager class using XACT
Narration
● Comic book style, dummy assets
● Narration state/system, transition from panels to panels
Alpha Progression
Shop System
● Zombie Merchant in the second level
● Doesn’t care about the political agenda at hand
○ He just wants ZomBucks!
● Temporary assets - actual NPC sprite and shop system
● Able to buy health and ammo for now
Feature - Slo Mo
● Slows down enemies and their abilities, doesn’t affect audio yet
● Will be a purchasable item
● Currently only usable in level 1
● Temporary effect
Beta Progression
Audio Manager
● XACT
○ Soundbanks and Wavebanks
○ Cuing audio
○ Setting parameters
● FMOD
○ Plays Dizzy / Delirious audio
○ Gets Spectrum data
Narration
● Text boxes added
Beta Progression
Shop System
● Descriptions of items
● Purchase of The Slo Mo, and it’s recharge
● Cleaned up the code, eventually will get a facelift
Feature - Slow Motion (Slo Mo)
● Slows down enemies and their abilities
● Limited duration, recharges very slowly
● Left trigger affects how slow enemies are, full press slows down
to 60% which equals 10 seconds of use
● Audio slows down
Beta Progression
Feature - Dizzy / Delirious Effect
● Chance on hit to become dizzy / delirious
● Plays a different audio over the background audio
● Audio data changes the blue and green pixel values
Flashlight REDO
● Mathematically calculated with raycasting
● Doesn’t go through walls!
● Makes the game even harder
● Collision system had to be reworked
Final Progression
Feature - Slo Mo
● Improved on the color matching the audio - it is a little
better
Improved UI for shop, now accessible anytime
● NPC was removed, by request
Final Progression
A very betterrrrrrrrrr flashlight!!!
● Feathering with shaders
Applying Synthesis for the gunshot
Level 3’s tile set changed
● Didn’t make sense why we were back in the sewers.
What we missed...again
● Still a lack of narrative
● Changing existing assets
● Audio that needed changing
● Delirious effect not affecting walk
● Redoing the boss mechanic
● Adding that extra level
Bugs / Issues
● Slow-downs on Hong’s laptop, not sure why. (ATI?)
● Level 2 slowed down with everyone, had to rework the
collision checking with flashlight and zombies
● BG in level 1 kept playing in level 2
Feedback
● NPC was useless in our game. (removed)
● Some of the audio still needed changing
● Flashlight was very cool, it might be a bit
too difficult though.
○ Testers who played the term 5 version are used to
seeing through walls.
○ Level 2 didn’t look great since all buildings are
black
Feedback
The flashlight is the coolest feature in the
game.
Slowmo woozy sounds awkward.
The game is simple and easy to play. No
obstacles.
Demo
End
Questions?

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COMP8902 - Final Presentation

  • 1. Zombies 2014 Remastered FINAL PRESENTATION - COMP8902 - Winter 2014 Team BLACKWORK HAM
  • 2. The Team Aubrey Mendoza Rovin Labrador Michael Persson Nam Nguyen Hong Dang ????Jeffrey Ma????
  • 3. The Game Zombies V2 (working title) ● Top-down shooter ● Movement independent of orientation ○ Flashlight ● Pseudo-random levels ● Different enemies: regular, brute, spitter ● Boss fight at the end
  • 4. Audience ● Ages 17 to 35 ● Mostly Males ● Proficient with controller ● Zombie culture/fanbase ● More time to spend
  • 5. The Plot Rising tensions between the living and post-living factions has resulted in all-out war! Zombies have kidnapped the president for political purposes, demanding equal rights for zombies worldwide. Their demands include zombie voting, zombie marriages, and brains! It is your job to rescue the president and ensure the demands are not met! TLDR - kill zombies, save president.
  • 6. Features Planned ● Convenient Audio System ● Slow Motion ● Dizzy / Delirious ● General audio changes ● Narration ● Shopping system ● Overall game improvements
  • 7. Alpha Progression General Audio ● Main menu ○ Background music, sound effects ● Setting up an audio manager class using XACT Narration ● Comic book style, dummy assets ● Narration state/system, transition from panels to panels
  • 8. Alpha Progression Shop System ● Zombie Merchant in the second level ● Doesn’t care about the political agenda at hand ○ He just wants ZomBucks! ● Temporary assets - actual NPC sprite and shop system ● Able to buy health and ammo for now Feature - Slo Mo ● Slows down enemies and their abilities, doesn’t affect audio yet ● Will be a purchasable item ● Currently only usable in level 1 ● Temporary effect
  • 9. Beta Progression Audio Manager ● XACT ○ Soundbanks and Wavebanks ○ Cuing audio ○ Setting parameters ● FMOD ○ Plays Dizzy / Delirious audio ○ Gets Spectrum data Narration ● Text boxes added
  • 10. Beta Progression Shop System ● Descriptions of items ● Purchase of The Slo Mo, and it’s recharge ● Cleaned up the code, eventually will get a facelift Feature - Slow Motion (Slo Mo) ● Slows down enemies and their abilities ● Limited duration, recharges very slowly ● Left trigger affects how slow enemies are, full press slows down to 60% which equals 10 seconds of use ● Audio slows down
  • 11. Beta Progression Feature - Dizzy / Delirious Effect ● Chance on hit to become dizzy / delirious ● Plays a different audio over the background audio ● Audio data changes the blue and green pixel values Flashlight REDO ● Mathematically calculated with raycasting ● Doesn’t go through walls! ● Makes the game even harder ● Collision system had to be reworked
  • 12. Final Progression Feature - Slo Mo ● Improved on the color matching the audio - it is a little better Improved UI for shop, now accessible anytime ● NPC was removed, by request
  • 13. Final Progression A very betterrrrrrrrrr flashlight!!! ● Feathering with shaders Applying Synthesis for the gunshot Level 3’s tile set changed ● Didn’t make sense why we were back in the sewers.
  • 14. What we missed...again ● Still a lack of narrative ● Changing existing assets ● Audio that needed changing ● Delirious effect not affecting walk ● Redoing the boss mechanic ● Adding that extra level
  • 15. Bugs / Issues ● Slow-downs on Hong’s laptop, not sure why. (ATI?) ● Level 2 slowed down with everyone, had to rework the collision checking with flashlight and zombies ● BG in level 1 kept playing in level 2
  • 16. Feedback ● NPC was useless in our game. (removed) ● Some of the audio still needed changing ● Flashlight was very cool, it might be a bit too difficult though. ○ Testers who played the term 5 version are used to seeing through walls. ○ Level 2 didn’t look great since all buildings are black
  • 17. Feedback The flashlight is the coolest feature in the game. Slowmo woozy sounds awkward. The game is simple and easy to play. No obstacles.
  • 18. Demo