Team 2: Gamers & Coders Final Sprint Presentation.

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Team 2: Gamers & Coders Final Sprint Presentation

Transcript of Team 2: Gamers & Coders Final Sprint Presentation.

Page 1: Team 2: Gamers & Coders Final Sprint Presentation.

Team 2: Gamers & Coders

Final Sprint Presentation

Page 2: Team 2: Gamers & Coders Final Sprint Presentation.

Start Menu Buttons

Menu class displays a list of items The 2 listed items here:

Play

Exit Play selection will take you to the main game Exit selection will get you out of the game to

android phone main menu.

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Menu.java

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1. After a player hits the play option in the main menu, this small window will pop up.

2. The player enters a name.3. The player hit Ok to confirm.4. Loads the game screen.5. The player plays the game.

1. The character name shows in blue text on the top left corner.2. The character HP shows right below the name.3. The score shows in red on the top right corner.

Player name input & Character Status

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Menu & Attack Button

This is the attack button: Taped The attack sound played & Character makes attack movement

MENU button pressed Menu shows up Chooses the options

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Save/Load Data

User can save the character name and the score.

LOAD lets user recall the saved data.

Data is saved as an XML file in the internal storage of the phone. The program parse the xml into an ArrayList object.

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Save- Load flow

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TMX Tiled Map

• Game utilizes a tiled XML based map system to draw the game world or ‘map’

• The map is made up of a grid of painted tiles select from a tileset• The camera can pan around the entirety of the map and tiles can be

assigned various properties to cause interactions with game entities, such as spawning a monster at that location or preventing entities from passing through solid textures.

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Collisions in the world

Tiles intended to be impenetrable are given the ‘solid property’

Game logic prevents entities from passing through them by stopping them when a predicted move would place the bounding rectangle inside a ‘solid’ tile.

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Entity InteractionWhen player and enemy bounding boxes overlap a collision is detected and the player takes damage

When the player attacks, coordinate math is used to see if a monster is in range, and the 2d vector between the two entities is used to determine if the player is facing the right direction. If proper conditions are met, the monster gets hit.

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03/28/11

Enemies

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03/28/11

Sprites

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Incorporated better movements to enemies

Mr. Beans & MsLiz now move in not only along the axis of compass,

but also along the eight directions.

This will make the interaction between hero and the enemy more interesting, with enemies coming from different directions.

Movements of enemies: Mr Bean

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Projected targets and achieved results in the sprints

A short summary of our progress

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•‘Newbies’ to Android game development platform

•Made us dedicate a complete sprint (2 weeks) to just ‘familiarize’ with the platform

•Got know how of Android SDK, Andengine, related plugins in Eclipse and few game examples.

•Meetings helped us in chalking out a possible idea for game.

Sprint 1- The base is built (2/15-2/28)

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•For ease of problem solving and to distribute tasks, we made two teams: Team PC & Team MAC.

•Results : All of the objectives set for Sprint 1 were achieved.

Sprint 1 (Cont'd)

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•Once we were familiar with what goes into and needs to be done for android game development, we started our work towards developing a working prototype•It was mutually decided that once we have a prototype, improvisation and further development could be carried out in the last Sprint, i.e. Sprint 3•Majority of the structure and substance of game should be developed

Sprint 2- Develop a basic working prototype (3/1-3/29)

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•On screen controls and display elements should be made functional•Enemies and hero’s weapons should be working•Map and relevant structures created.•Screen boundaries and collisions with entities / textures.•‘Start’ and ‘Pause’Menu For Game.•Results : Though All of the objectives set for Sprint 2 were achieved, polishing of some of the objectives would come with other related work in Sprint3.

Sprint 2- Cont'd

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By the end of Sprint 2, we had a working prototype ready. In our last and final sprint, we decided to implement more improvisations to our model.•Hero-Enemy Interaction•Interactive sound effects•In game hero health and score meters•Implementing ‘BOSS’ enemy (Gabbar)•A attractive startup screen•More maps, enemies and levels, Screen transition between levels.

Sprint 3- Improvisation & Enhancement (3/30 – 4/26)

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•Results : With almost all of the aforementioned objectives achieved, we were able to get complete our project well in time. • Objectives like new Maps, Levels, Enemies would have been our priorities in the next sprint, if the projected development cycle would have been longer than earlier anticipated.

Sprint 3- Cont'd

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•We have came to believe that once the necessary improvisations were done to the game, development of new levels and maps would be comparatively easier than scripting the entire game from scratch.

•Thus, even though this was mentioned as one of our targets, it was with the intentions that it would be projected accomplished only when the preliminary improvisations have been achieved and we have some more time at our disposal.

Sprint 3- Cont'd