1 22 dr frank lee stakeholder digm advisor jeff salvage
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1/22 Dr. Frank Lee, Stakeholder & DIGM Advisor Jeff Salvage, - PowerPoint PPT Presentation

1/22 Dr. Frank Lee, Stakeholder & DIGM Advisor Jeff Salvage, CCI Advisor Matt Bodner DIGM lead Laura Mo Team Lead Dave Petersen Artist Colan Biemer Programming Lead Michael Rodriguez Artist Gabby Getz Programmer Keano Jan Osmillo Artist Shreya


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  2. Dr. Frank Lee, Stakeholder & DIGM Advisor Jeff Salvage, CCI Advisor Matt Bodner DIGM lead Laura Mo Team Lead Dave Petersen Artist Colan Biemer Programming Lead Michael Rodriguez Artist Gabby Getz Programmer Keano Jan Osmillo Artist Shreya Patel Programmer Andrew Mylet Artist Jasmine Marcial Programmer Joseph Santos Artist Alliy Frauenpreis Programmer(Assistant Shadow) 2/22

  3. Project Motivation 3/22

  4. HIghwater is A roguelike survival game Survival Manage health, warmth, and hunger Permanent death Procedural Cityscape Different environment every playthrough 4/22

  5. Intuitive Crafting System Multipurpose and dynamic items Discoverable Story Integrated into the environment and radio system Simulated Weather Realistic weather system the player can predict City slowly filling with water 5/22

  6. Weather System Comparisons 6/22

  7. Pressure Systems AND weather 7/22

  8. Weather System Sea Level Pressure to Wind Wind Speed Direction Relative Humidity from Speed Compared to Pressure Centers Pressure and Temperature 8/22

  9. Sampling point generation Poisson Sample Point Generation Item Placement 9/22

  10. Procedural City Generation Voronoi Diagram with seed Voronoi Diagram with Generate building meshes and points created with Poisson regularly spaced seed points to pack buildings onto edges of Distribution to generate create city blocks. each block districts and city edges. 10/22

  11. Advert City Comparisons VoxelStorm 2015 Also block-based city layouts Buildings are voxel which are more easily managed in memory Subversion Introversion Software (Unreleased) 11/22

  12. City Optimization Load city buildings in chunks Creature and item pools Hide buildings with fog to save on rendering complex meshes in distance Unity Profiler 12/22

  13. 50,000 FT VIEW Architectural Diagram 13/22

  14. Item Crafting Config Files 14/22

  15. Event Manager 15/22

  16. Development Pipeline 16/22

  17. Game Performance Designer Friendly Software & Run at 60 FPS on machine with All values were exposed to be recommended requirements changed by designers through Unity and configuration files Game XML Documented GOF Design Patterns All code required standard C# XML Including Bridge, Controller, Development documentation for public methods Decorator, Factory, Observers, and members Singleton, etc. Coding Style Playtesting Standards Followed Microsoft C# Coding Qualitative game testing in addition Conventions as well as own Style to software tests Guide Dynamic UI Unity Best Practices Scalable, responsive, and user Proper asset naming, project settings, tested and directory structure, use of prefabs 17/22

  18. Testing NUNIT & UNITY TEST TOOLS NUnit Framework 2.6 for backend code tests Qualitative testing done through playtesting in tandem with the DIGM Team 18/22

  19. Continuous Integration UNIT TESTING & UNITY CLOUD BUILD 19/22

  20. Statistics 23,219 1041 368 422 46 lines of code lines of unit tests closed pull requests closed issues play-tests 20/22

  21. 21/22

  22. THANK YOU! 22/22

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