+ Kebal Game Development

Wednesday, January 10, 2007

Final Game Report




Game Manual

Starting the game
To start the game, simply double click at the torquedemo.exe that will bring the user to the main menu.

Main Menu

In the main menu, the user is provided with 4 options. ie: Start, Option, Control and Exit.
Option 'start' will load and start the game. Option 'option' is for the game setting. When user click at this option, the user will be provided with a new option dialog. User can change the display setting in the display tab and sound setting in the sound tab. Option 'control' will tell the user about the control. Finally option 'exit' simply terminate and exit the game.

Gameplay
When the game started, the user can navigate the robot with keyboard and mouse. push 'w' to move forward, 's' to move backward, 'a' to slide to the left and 'd' to slide to the right. The player can look around by moving the mouse. The player can use the combination of both user interface to move. To fire a rocket, simply left click once.
Try to fire the enemies to get the hits points. The game will end when the user achieves more than 20 points. The GUI tells user of the hits points and the rocket ammo he has left.
To quit the game, you can press 'escape key' and select 'yes'.

Final Game Evaluation Report


STORYLINE
The game we created is Third Person Shooter war game. Player needs to control a robot called Kebal to hit enemies for gain the points and reach 20 points to complete the mission. When start the game, Kebal is situated at the bottom of the map. Kebal which is player controlled then walk around the area to find the enemies and hit them by its rocket launcher.


IMPLEMENTATION
We finished the models first by using the Milkshape, although Milkshape is not best software to make a model but it is easy to use for both modeling and make animation. For the texture we textured our models by using UVMapper. We used Torque Engine to create the rest of game. This game is base on the sample which the Torque Engine provided. We design a good interface by Graphical User Interface (GUI) Editor to the player to interact with the program. The menu we employed at the start-up of the program, where the player clicks on buttons to launch the game, change the setup or quit, the dialog box that shows the client's loading progress, the dialog box that asks if the player really wants to quit. Also the game play interface which show the score, ammo and health. We used Terrain Editor, Terrain Terraform Editor, Terrain Texture Editor and Terrain Texture Painter. For the program code, we almost changed or added the codes in the exiting script files which are provided by sample. Due to the time limit, we did not make the sound and music by ourselves. We decided to use downloaded sound and music instead. There are two kinds of sounds in this game: world sounds and client sounds. To change the sound/ music, we need to place the new sound/music to correct folder and change the code at concerned cs. format file.
We usually do the work and solve the problem together. But Salihan was more focus on gameplay, coding and AI. Jun was more focus on environment design and modeling.


ISSUES
Actually, we got many problems when creating the game. And we have two big problems. Firstly, we think the Torque DTS Explorer Plus in Milkshape is not completed. When we used it to explore my model to Torque, the game could not start. So we must use the default DTS Explorer but it cannot explore DSQ file. Secondly, the AI is the most difficult part. We even have not any cue at the beginning. However, we got some ideas after we read some textbooks, handouts. We have spent lots of time for solving this problem but still need to do many works.


All in all, we have learned lots of knowledge about creating a 3D game. We now have some ideas how to create a 3D game and its procedure. Making a good 3D game is not easy but fun.

Game Evaluation

Game Title: Kebal
Team Name: Robot
By:
Jun Li (02946110) & Mohd Salihan Ab Rahman (06975063)

General setting/storyline and genre of game:
Kebal is a FPS genre game. By default, it's been set to 640x 480 openGL resolution with openAL sound system but the setting can be change for better result. Basically, it is a war game between mechanical robots where the player has to destroy other robots in the game area and collects a certain points to win the game.

The hardware/software used: We were using standard PCs with good graphic card installed. For the software, we used a Torque game engine to build the game, Milkshape and Photoshop CS2 for objects modelling and Torque Terrain Editor to build the terrain.

Evaluation criteria for game:
o Content: Agree
o 3D Modeling(Scene, Terrain, Water, Sky, Characters, Objects): Agree
o Rendering: Agree
o Animation: Agree
o Physics Modeling: Agree
o Game AI: Agree
o Others (optional): Agree
o Sound effects and music: Agree
o Multi-player or networked game playing: Neither
o Technology Performance (perceived): Agree
o Quality of rendering: Agree
o Quality of physics: Agree
o Quality of smoothness in animation: Agree
o Quality of collision detection: Agree
o Sophistication of 3D Models: Agree
o Creativity: Agree
o Interactivity: Agree
Overall grade: Agree

Tuesday, January 09, 2007

My game development logs

We are happy to publish our game development logs. However, we suppose to publish the logs earlier so that it follows the exact date and time. Well.. we are going to tell you the story within October 2006 till now. The logs started when we were assigned to developed a computer game..

Week 1 - 2: How do we get started
We giving ourselves to think the game idea. We downloaded free games and tried it out. We were having a brainstorming of what kind of game to be developed. Believe or not, it takes about 2 weeks before we came out with the idea to build mechanical machine war game, 'Kebal'.

Week 3: Conceptualisation
We met again to discuss about the detailed design, leading to GDD (Game Design Document). After having discussion on the concept of the game, GDD is written according to each team members' part.

Week 4 - 5: Technical Architecture
We were having a discussion on the building blocks necessary for the development of the actual game. Each team member has been given several tasks on TDD (Technical Design Document) preparation that details the tools and technology components that will be needed.

Week 6 - 9: Game Implementation
Continue to move from the design to implementation of the game and keeping a log of the game development, issues and solutions. The game implementation was handed over to each team member who is responsible for specific tasks.

Modelling
It sounds easy but the reality was quite chaos. It took most of our time in the development phase. Everytime we build the model with animation, the model cannot be used in the torque game engine. After many attempts of doing it, we think that the .dts exporter plugin for milkshape was useless for us. Maybe we use it in wrong way. Not so sure because when we exported it with the default exporter, it seems well. But unfortunately, the default .dts exporter cannot export the .dsq and generate .cs file.

Solution
To avoid further time wasted, we use the example fps character and object and then we proceed with the AI development and programming/scripting. After some time, we finally managed to have our own model by modifying and customising the demo available from garagegames.com

Final week: Documentation
After doing our best, we come out with our own game and all the walkthrough, source code and reports were documented.