Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano.
http://www.facebook.com/polimigamecollective
https://twitter.com/@POLIMIGC
http://www.youtube.com/PierLucaLanzi
http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano.
http://www.facebook.com/polimigamecollective
https://twitter.com/@POLIMIGC
http://www.youtube.com/PierLucaLanzi
http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
Finger Slayer is most thriller reaction time game specially design for iPhone & iPod Touch.
Test your reaction time by trying to evade the guillotine blade.
Giuseppe Navarria - Feeling powerful: The importance of movement and weapon f...Codemotion
From Doom to Destiny 2, an in-depth analysis of the shooter genre. What mechanics make a weapon "feel right" in a shooter? How has the player movement evolved in the genre? What are the most common mistakes? And how few lines of code can drastically change how your game feels. The talk will start with an overview of existing games, looking at what they have in common and what's different regarding combat and movement feedback and will then provide examples in Unreal Engine on how to implement a satisfying first person shooter weapon.
1 CMIS 3150 Game Programming & Development I CSC4820.docxdurantheseldine
1
CMIS 3150: Game Programming & Development I
CSC4820/6820: Interactive Computer Graphics
Project 3
In this project, you will develop a simple 3D first-person shooter game. You will learn
how to implement first-person player control, ranged weapon/projectile, collectable
objects, game AI/NPC navigation, UI, sound effects, and visual effects.
Deadline: 11:59 pm, 11/3/2022
Requirements:
1. This is an individual project.
2. You must use Unity and C#. The project must involve programming.
3. Player character
a. You must use first-person control.
b. The main character should be able to do the following:
i. walk (WASD keys or the arrow keys),
ii. run (SHIFT key + WASD or arrow keys)
iii. jump (SPACE key)
iv. switch weapon (Q or E key)
v. fire weapon (left mouse button)
vi. look around (mouse motion)
c. The character should have three lives.
4. Weapons
a. There are two types of weapons in this game: gun and rocket-propelled
grenade (RPG).
b. To kill an enemy with the gun, you need to hit it 3 times.
c. To kill an enemy with the RPG, you only need to hit it once.
d. There is one gun and one RPG in the game. You do not have any weapons at
the start of the game. You will need to find them and pick them up by walking
or running over them.
e. The gun has 6 bullets.
f. You can only fire an RPG once.
g. There is additional ammunition (bullets and grenades) in the game world for
you to pick them up.
i. You can use the 3D weapon models from the Unity Asset Store or
other websites. The 3D models do not need to be precise. The
weapons can be attached to the avatar from the beginning but are
invisible. Only when you pick up a weapon, the weapon is visible.
2
5. Gameworld
a. The game world contains the following objects:
i. There is a house.
ii. To get to the house, you need to pass a gate.
iii. The house is guarded by two guards (NPCs). The two guards will
patrol the house. The guards will pursue you if you get within a certain
distance of the house. Each guard will shoot at you if it is close
enough. The guards have unlimited bullets.
Use Unity's game AI to navigate the NPCs.
The guards do not need to be realistic characters. A capsule is fine.
Character animations are not required.
b. Only one level is required.
Figure 1. This is a sketch of the game world. It just illustrates the general ideas of this
game. Your layout can be different from this.
The trigger colliders are invisible colliders that trigger attacks from the guards.
6. Gameplay
3
a. Your goal is to eliminate the two guards and enter the house.
b. The only way to get close to the house is to pass a gate. If you get within a
certain distance of the house, the two guards will pursue you. If a guard is
within a certain distance to you, the guard will shoot at you. If you are too far
from the house, the guard will go back to patrol.
c. If you are out.
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Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
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Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
72. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
Executive Summary
High Concept
Drag and drop
Basic Control
To pass all phases of the 3 locales (circus) to become the best circus artist of the world.
Game Goal
N900 and N8
Target Platform
OVI Customers
Target Audience
The player is a human cannonball and he has to jump around the circus passing trough of obstacles to arrive on the target.
Parachute Ninja, Doodle Jump
Comparative products
2D Action
Genre
73. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
Elements (characters)
Pierre can be launched by elements in the phase. While he is flying he has to rotate and he collides with other phase elements. He doesn’t collide with the edge of the screen. If he
falls, he has to suffer damage and loses life depending on the height. If he falls into dangerous elements, he loses energy according to the damage of each element.
Character Behavior
Pierre is a human cannonball and he is the main character of the game. All actions in the game will happen around him.
Pierre ( Human Cannonball )
Waiting Rotating
The player can be moved trough the phase by launchers. Some launchers have to be directed by the player. This will be described further in each item behavior.
Input
Visual Design
Data
Energy: 300 (3 lives, 100 / life)
74. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The fire is burning all the time.
Element behavior
The fire is the less dangerous event of the game.
Fire
Burning
Elements (dangerous)
Visual Design
Data
Damage: 33
If the character touches the fire and he has more energy than the damage value, the character suffers damage and blinks
Damage behavior
If the character touches the fire and he has less energy than the damage value he is roasted and dies. So he appears on the last checkpoint, if doesn’t have a checkpoint marked he
appears on the start phase.
75. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The lion is static on the screen, but if Pierre falls upon it, it opens the mouth and swallows Pierre. After it swallows, it licks the lips.
Element behavior
The lion is a very dangerous element of the game.
Lion
Eating
Elements (dangerous)
Visual Design
Data
Damage: 100
If the character falls upon it once, the character loses one life and he appears on the last checkpoint, if doesn’t have a checkpoint marked he appears on the start phase.
Damage behavior
76. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The knife is thrown horizontally. The sense will depend on where the character is turned to. It will be throwing 1 knife per second.
Behavior
The knife man is a man that keeps throwing knifes. And if one knife hits Pierre, he suffers damage.
Knife Man
Elements (dangerous)
Data
Damage: 33 / knife
Draft
Damage behavior
If the character is hit and he has more energy than the damage value, the character suffers damage and changes the route.
77. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The fire is launched during 3 seconds and can be launched horizontally, vertically, and diagonally.
Behavior
The Fireman is a fire launcher.
Fire Man
Elements (dangerous)
Data
Damage: 66
Draft
Damage Behavior
If the character touches the fire and he has more energy than the damage value, the character suffers damage and blinks
If the character touches the fire and he has less energy than the damage value he is roasted and dies. So he appears on the last checkpoint, if doesn’t have a checkpoint marked he
appears on the start phase.
78. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The wheel of fire can be positioned horizontally and vertically.
Behavior
Wheel of fire is a wheel that Pierre has to cross through without touching the fire.
Wheel of fire
Elements (dangerous)
Data
Damage: 66
Draft
Damage Behavior
If the character touches the fire and he has more energy than the damage value, the character suffers damage and blinks
If the character touches the fire and he has less energy than the damage value he is roasted and dies. So he appears on the last checkpoint, if doesn’t have a checkpoint marked he
appears on the start phase.
79. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The elastic can be pulled down by the player to launch Pierre when he is on the elastic. The elastic has to be deformed while it is pulled down.
Behavior
The elastics are the most common launchers of the game. There are two balls holding one elastic.
Elastic
Elements (launchers)
Draft
Input
The character has to rotate according to the drag position.
80. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The wood barrel can be used just once because when it explodes the wood breaks. The barrel takes 3 seconds to explode. The direction is preset but it can be changed by the player
before the explosion. The wood barrels have just one force to launch the character.
Behavior
The wood barrels are elements that explode and launch the character.
Wood Barrel
Stopped
Elements (launchers)
Burning
The player can rotate the barrel. The limit of rotation is 90 degrees for both sides.
Input
Visual Design
81. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
The iron barrel functions like wood barrel but the difference is that it doesn’t explode, the time for the explosion is not necessarily 3 seconds, it can be shorter. The iron barrels can
change the directions automatically before exploding.
Behavior
The Iron Barrel is a launcher that can be used many times. But the direction is automatically preset.
Iron Barrel
Elements (launchers)
Draft
82. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
If the player falls in the Magic Hat, he will appear in another phase point. Each Magic Hat has another Magic Hat, one to enter and another to exit.
Behavior
The Magic Hat is a door between two phase points. The player can use the Magic hat to arrive faster to the target.
Magic Hat
Elements (launchers)
Draft
83. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
It can be used horizontally or vertically. When the character hits the elastic bed he changes the direction keeping the speed.
Behavior
The elastic bed can be used to help the leaps. It is an elastic barrier used to sling more the jumps.
Elastic Bed
Elements (launchers)
Draft
84. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
Gameplay
The Jump
While the player is pulling the launchers (only those that have input) a parable will appear to help on launch. The parable shows the movement path.
85. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
Gameplay
The camera will follow the human cannonball through the screen.
The camera
When the player dies the camera has to go back to the launcher point
The character had to be always on the center of the screen in the end of the
movement. The camera can have a little delay and easy in.
While the player is pulling down the elastic the camera is zooming out for
better view of the phase.
Camera move
If the game has checkpoints, the camera has to go back to the last checkpoint.
86. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
Gameplay
When the player touches or falls in any dangerous element he suffers damage. Depending on the danger he dies or just flicks and continues.
The dangers
When the player falls on the stage he can suffer different damages depending on the height. The criteria is:
The fall
The player can suffer little damages passing through fire but he can suffer big damages falling in the lion’s mouth.
Very high: damage = 100
high: damage = 66
low: damage=33
87. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
Key Elements
The player has 3 helmets( lives ) and each life has 3 states. Considering that each helmet has 100 hp, the dangers can have a damage ranging between 33.3, 66.6, 100. So the player has
maximum 9 chances in one phase and minimum 3 chances.
Life
88. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
Key Elements
After the phase is complete the score shows the performance. The criteria is:
Scoring
Remaining Time x 10
Remaining Lifes x 100
n Special x 500
The player can win 4 kinds of trophy: bronze, silver, gold, and diamond. The criteria for that is bellow:
Rewards
Bronze: max time, life>11%
Silver: time, life>50%
Gold: >=1 combo, min time, life 100%
Diamond: All combos, min time, life 100%
The player can publish on Facebook his score
Sharing the score
The criteria can be better discussed later
89. DEVELOPED BY THE INDT DESIGN TEAM
GAME CONCEPT - INDT
Key Elements
The player wins when he jumps on the rope and arrives on the phase target on time.
Winning
The player fail in the phase when he loses 3 helmets (lives) before arriving on the target.
Losing