Blog Entry #1

For the CSE 167 final project, our group, David Dai and Haoqi Wu, decided on presenting a game with a similar feel to the Bombing of Okasaki. We are going to name this project, ERADICATION. Our game design, however, differed from the actual World War II event is that the bombing is not war-related. The bombing, instead, is related to save the human race. In the year 2020, a detrimental disease named X1N1 starts to spread in X-town. The affected ones will die within a week without any cure. The government thinks that it’s best to eradicate the whole X-town. Luckily, you, as a top quality pilot graduated from UCSD, were picked by the marine officer to do the job. Your goal is to control the bombs that are dropped over X-town to destroy as many buildings as you can. Hopefully, before all the bombs are released, you can successfully burn the whole town into ashes. You do not want anyone who caught X1N1 to be alive.

The player will change the direction of the bomb using the up, left, right, and down buttons. The bomb is falling down due to gravity and the player needs to navigate the bomb before it collides with any building. As for the actual implementation of the project, we will pick particle effect, sound effects and collision detection with bounding spheres or boxes from the easy tasks.  The particle effect is used for the explosives and cloud effects. Sound effects are implemented into the game to make the game more surreal. Collision detection is used for bomb movement, plane movement and the location of the buildings relative to the bomb and the plane. As for the bounding spheres or boxes, it is used for detection of the building and the bomb, as well as the bomb. And from the medium tasks, we pick procedurally modeled city and shadow mapping. The procedurally modeled city is for our city layout and the shadow mapping is to make the city closer to an actual bird view of a city. We spend our creative efforts on the game background design, the layout of the city and the artistic side. We also will spend our collective creativity on the game rules and special effects.

This week, we came up with the project outline and background, and figured out the technical features we are going to implement.


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