Home

-Technical Specifications-

Schedule

Rules and mechanics

Artwork and user interface

Gameplay and balance

Music and sound

Background story

Characters

Levels

Artificial Intelligence



Technical Specifications

Team Name: No Clipping
Members: Reuben Aaron Beauchamp, Dustin Aguilar, Aaron Kim
Programming language: C++

Compilers/IDEs:
Microsoft Visual Studio will be our programming environment for this game.

Other Programs
3D graphics:
Blender/Maya for all 3D models
Both Blender and Maya are popular 3D modeling programs. Both are powerful tools used by large numbers of people with the main difference between them being that Blender is free whereas Maya is not. Most of our work will probably be done using Maya since it’s more powerful.

Textures and Terrains:
Terragen is a program we will be using for some of our levels and maps. It’s a program that can quickly generate nice looking procedural textures.

Adobe Photoshop:
A widely used image editing program that we will of course be using for our image editing.

Target Platforms:
Since the game will mostly be developed in Windows environment we expect the best results will come from playing on a Windows computer. However, since we expect that users will stay be able to run and play it on any machine that is capable using OpenGL or DirectX.

Engines Used:
We will be using a graphics rendering engine called OGRE to implement this game. It’s an engine that minimizes the effort it takes to create 3D scenes by taking care of the OpenGL and DirectX usage. OGRE is not specifically designed to be a game engine, it’s only meant to help with the graphical side of 3D applications.

Backup/Version Control:
We set up a website (currently where this design document is located) which we will be using to frequently upload our files to so that everyone can always have access to recent versions of all the different files we will be using during development.

Libraries:
We will primarily be using OpenGL, Ogre Gaming Engine, and IOStream Libraries/Packages.

Data Structures:
Our base data structures will consists of integers, doubles, floats, and strings. We may also create some structs for complex structuring. Arrays and LinkedLists will be mostly used data structures. Matrices will likely be used for positioning, as well.

Exact Algorithms:
There will not be any advanced artificial intelligence algorithms since animals aren’t very intelligent, especially mutated ones. We will implement a simple direct line following algorithm from the animal to the player for the early versions of the game. Later on we can implement greedy best-first search with strategic placing of points on the map (some A* would likely be involved) time permitting.

   Copyright Firedragon Designing 2008. All rights reserved.