Innovative Marble Platforming Game Development Project

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Development project focusing on creating a mobile marble platforming game with unique features like gyro controls, touch screen support, leaderboards, and social capabilities. Utilizing Unity for game engine and database management for user data security. Emphasis on MVC architecture for game design and addressing accessibility issues in game development.


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  1. Tilted Team 2 David Green, William Harris, Drew Rudasill, Connor Dean

  2. Problem What problem? Making games won t save the world! ...But there are still problems we can address. Accessibility Mobility Expensive costs Badly designed games Possible outcomes if left unresolved: Accessibility gap increases. Availability drops. Continuation of bad design An entire marketing audience left unexplored! Why does it matter? The happiness of people s lives is important. Available to almost everyone, for free. Regardless if no one needs it, everyone can benefit.

  3. Objective The main objective is to create a marble platforming game for mobile devices. There are other objectives we wish to implement as well: Two control schemes: Gyro controls Touch Screen Leaderboards. Friends/Social capabilities Customization options to create a personal experience, such as marble textures. Implement replay system

  4. Background Unity Database A database is how we will store information from our users such as their ID. We need this because there are certain features that we want to implement and require a table to pull information from. For instance, if we want to implement a high-score leaderboard for a certain level, we can pull from each user their best times of that level and display the top ten. One of the most popular game engines there is for developers. It s not only a framework with which we run our code on, but it also acts as an editing tool. Unity utilizes Views that allows us to manipulate the objects as we are building. It also allows us to view our game in real time while making changes in the code. Extremely well documented, making it easy to use.

  5. Related Works Marble Run Race marbles on various courses. Pros: Users create their own levels Cons: Bad user interface Lack of controls Watch it play itself How ours will be different Players will have direct control over their marble Good user interface Network features

  6. High level design Unity natively uses an Entity-Component architecture, but can support a sort of Model View Controller sub-architecture. In concurrence with the Entity- Component architecture, we will be using a Model View Controller (MVC) architecture. Our Model will contain all the data of the game. Anything physical that can be found in the game world will be here. Our View will show the game to the player. This loads and unloads objects based on what the player sees. Our Controller will be how the player navigates the game world and the menus. Touch controls, gyro controls, and things of that nature go here. When communicating with our database, we will most likely use RSA to encrypt user data and scores. This should prevent users from manipulating data from a browser. We ll likely be using 000webhost, which is a free web hosting service that includes database management tools.

  7. Risk Risk Risk Reduction Designing games is a potentially challenging task. It all depends what s in it. For instance, building your own game engine could be its own capstone project. Instead of designing our own, we re using Unity; a well known, and super well documented engine. Connection to the internet can cause all kinds of security issues. People finding information they aren t supposed to find and using it with malicious intent. Secure messages through encryption and decryption when internet is required for a task. Designing a game which can only be used while online would be limiting design potential. This project is designed to be fully playable offline, without ever needing to connect to the internet. Online features just add extra depth.

  8. Scheduling Tasks Dates A rough outline of our schedule shows that if we move roughly at this pace, it should take almost all semester. 8/19-8/25 1. Learn Unity s ins and outs. 8/26-9/1 2. Design Game flow 3. Program game physics 9/2-9/8 4. Program UI interface 9/9-9/15 5. Test on actual android devices 9/16-9/22 6. Design actual levels 9/23-9/29 If we move faster or slower than our schedule, we ll adjust as needed. 7. Build actual levels 9/30-10/6 8. Design network features 10/7-10/13 9. Implement network features 10/14-10/20 10. Secondary device testing 10/21-10/27 10/28-11/03 11. Fix anything that s still broken 12. Prep app & storefront materials 11/04-11/10 13. Deploy app to store 11/11-11/17 14. Document our process 11/18-11/24

  9. Key Personnel David Green Will Harris Computer Science Senior Machine Learning, Android Studio, C++, Java, SQL, Hadoop, Spark Responsible for Android compatibility. Computer Science Senior C++, Java, SQL, Managing databases, game design, UI design Responsible for Database and Level Design Drew Rudasill Connor Dean Computer Science Senior C++, Java, SQL, Python Responsible for Gameplay Design and Physics Computer Science Senior C++, Python, Java, JavaScript, C, artificial intelligence, game logic, and game design Responsible for general bugs

  10. Facilities and Equipment Required Unity with Android Support Database Host Android phone (Physical or Emulated) Android Studio (If Physical is not possible)

  11. References PS Games Mobile(2017). Marble Run(1.3.1)[Mobile Application Software]. Retrieved from https://play.google.com/store/apps/details?id=com.patyuk.mrc& hl=en_US

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