street runner final

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Windows Game Development (Street Runner) Vindhya Institute of Technology & Science, Indore Mrs. Latika Jain Debal Adhikari Abhinesh Singh Bhadoriya Presented By Guided By-

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  1. 1. Windows Game Development (Street Runner) Mrs. Latika Jain Debal Adhikari Abhinesh Singh Bhadoriya Presented ByGuided By-
  2. 2. STREET RUNNER A Windows platform game
  3. 3. Introduction Street Runner is basically a Windows platform game which is simply based on the concept of the famous game Subway Surfer and Temple Run. Our game is not so elaborate like the Temple Run but it would help in providing a conceptual knowledge on how the base of these games were made.
  4. 4. The points which we are going to cover up in these project are Details of the game Algorithm of the game Working Diagram Technical Specification Application Area Logical problem Outcome Conclusion Bibliography
  5. 5. Details of the game This game contains three objects which are obstacles (alcohol), powerups (banana), and our game character which runs endlessly. The basic concept of the game is to make the player run and collect the powerups as this would provide him extra time. We have also provided a system in which the Time and Score of the game is stored. The time increases as the player collets the powerups and it simultaneously decrease when the player collects the obstacles. Apart from these we have also added a pause menu so that the player can pause the game whenever he want. A menu is also provided for the ease of the user to play the game.
  6. 6. Algorithm of the game a) Ground and Wall movement logic We basically need to set up an illusion to the player so that he feels that he is moving even though he is not. And to achieve that we animated our character so as to make him run. Then, we are offsetting the texture of the ground in the negative y direction so as to complete the illusion setup. To move the layer in left right direction we have assigned the +x and x axis to the player controller.
  7. 7. b) Pause Menu Logic It is habitual to get distracted by ourselves(more than something distracting us) while we are studying for the exams. What do we do in such cases? Well, maybe have a Cup of Coffee? Play Games? Watch Television? Sleep? On the Contrary, seldom we get distracted by ourselves(perhaps, it wont be wrong, if I say never, ever, do we get distracted) while playing games. And what do we do when someone distracts us? Scold them? Punch them? Well, before that we make sure we pause the game. Right, pause the game! On pressing the escape key you will notice that the Pause Menu pops up and your player halts as well, the obstacles and the powerups seem to stop. So exactly what is the logic behind these, is that we are setting up a time in which the pause menu pops up. If the obstacle, powerups and player also detects that particular pause menu timing then they also stop at there current position. Timings and Score are also working according to pause menu.
  8. 8. c) Countdown Logic In the game we have added a GUIcountdown system in which when the game starts it provides a countdown of the game and then after the countdown is finished the player starts running. So exactly what is the logic behind this. Its simple each and every object in the game contains its own script, till the countdown is going on we are making the scripts of all the objects to a disable mode due to which the script of the objects cannot work and as soon as the countdown finishes the object starts working.
  9. 9. d) Main menu and Game Over logic To create a main menu we have created a new GUI skin scene in Unity 3d and then these scene is attached to the game scene. The main menu actually provide an ease to the player to access the game. Play button enable the game scene and let the user to play the game. Exit button makes the game to quit. We have also created a GAME OVER scene which would come up when the time is 0. Till time 0 whatever score the user has made is displayed on the screen along with the restart as well as main menu and exit options.
  10. 10. MAIN MENU SCENE GAME OVER SCENE
  11. 11. e) Powerups, Obstacles, Score and Time Logic We have created powerups and obstacles in the game which are spawing according to the dynamic AI that we have added. So, how is this happening. Adding a Rigidbody component to an object will put its motion under the control of Unity's physics engine. Even without adding any code, a Rigidbody object will be pulled downward by gravity and will react to collisions with incoming objects if the right Collider component is also present. To spawn the objects randomly we have created a spawn cycle which determines the spawning of the powerups and obstacles. If else condition is used to determine this task. The score system in the game increases as the player run distances throughout the game. The score system is also attached to the ground scripts. The time logic in the game is totally dependent in the collider logic of the game. In this the player is the collider as the player collides with alcohol time decreases to -2 and as the player collides with the powerups the time increases to +2. When the time reaches zero the game halts and the score is viewed.
  12. 12. Game View in Windows platform
  13. 13. Data Flow Diagram [DFD]
  14. 14. Technology used Unity 3D Engine Game is totally made in this engine Autodesk Maya 3d- Player character, banana and alcohol created in this. Autodesk 3ds Max- player character rigged in this engine Game made in Windows 7 Platform Blender- Rigid bodies colored in blender Unity MonoDevelop- C# scripting done in this engine.
  15. 15. Application Area Game can be played in any Windows 7 or higher platform. Game can be played within minimum requirements of hardware Pentium 4 or higher.
  16. 16. Expected Outcome The expected outcome would be a simple and nice game with minimum graphics so that anyone can play it easily without any lags. And can be played in any Windows platform.
  17. 17. Future Enhancement This game can be modified in future by adding several modifications such as- Sound Effects can be added More obstacles can be created Database can be created to store the highest score of the game Several other short time powerups can be created Stages along with other backgrounds can be created Boss battles can be included
  18. 18. Bibliography Websites used www.thegamecontriver.com www.assetstore.unity3d.com http://www.blendswap.com Books used Learning C# by Developing Games with Unity 3D Beginner's Guide
  19. 19. Conclusion So basically this game is developed for the entertainment purpose. And the game could also be run with minimum requirements in any Windows 7 or higher platform. It provides a basic knowledge on how the famous games like Subway Surfer was made and what was its basic architecture. Plus the project also give us an overview of the capabilities of the Unity 3d engine.By making this game we also get the knowledge on how a game is made in industrial level and what are the basic tools used in making a game.