Wednesday, January 21, 2009

Project Proposal statment

Might as well post this:

Intuitive Rocket Science, The Game

Procedural Planetoids and Non Static Gravity Physics

Objective

A video game where game play elements of Mario Galaxy (jumping from small planetoid to small planetoid, each with their own gravity well) meets the rocket jumping popular in Quake, Unreal Tournament, and Team Fortress. This is the first game we are aware of to focus specifically on rocket jumping, instead of including it accidently/incidentally.

Results Expected

A fully working game engine to include the following:
- procedurally generated planetoids/asteroids
- realistic* physics for jumping, with the option of blowing yourself up to propel you further (fire a rocket at an object near you, ride the explosion)
- realistic* physics for extra objects in the scene (barrels, boxes, other players, etc)
- first person or intelligent over-the-shoulder camera setups (players choice)

- Fully modeled and animated character/s with blending between animations and (possibly) rag doll behavior.
- bazooka/grenades that can be used to propel yourself mid jump

- this would require explosions, of course, and it would be really nice if we could implement an actual explosion simulation instead of using a sprite of some sort. We will look into using the built in PhysX for this.
- (possibly) multiplayer over LAN, internet (we have no clue how networking works, so we’re not sure about that.

- If we can’t do multiplayer, there will be some other form of challenge, possibly outrunning a bunch of aliens or something.

* the gravity being generated by the asteroids would be far more than an object of that size could possibly generate, and would fall off far faster, but I aside from that we intend the physics and collisions to be accurate.

Manner of presentation of results

Blog to be updated at least weekly

Working game with sample levels and videos of gameplay

References

Will be using the Gamebryo engine, which includes PhysX, and associated documentation

(need to research SIGGRAPH papers about implementing height field meshes on spheroids)

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