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Mid Term Defense Updated Slides

This document outlines the development of a 3D adventure game that focuses on both graphics and storytelling. It discusses using the Universal Rendering Pipeline in Unity to create a playable and realistic 3D game. The document reviews related work, performs feasibility and requirements analysis, and outlines the game's technology, design methodology, AI systems, mechanics and progress to date. Work completed includes forest areas, characters and initial story and concept art. Remaining work is mountain, cave and village development along with interactive characters and story implementation.

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Rojash Shahi
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0% found this document useful (0 votes)
52 views31 pages

Mid Term Defense Updated Slides

This document outlines the development of a 3D adventure game that focuses on both graphics and storytelling. It discusses using the Universal Rendering Pipeline in Unity to create a playable and realistic 3D game. The document reviews related work, performs feasibility and requirements analysis, and outlines the game's technology, design methodology, AI systems, mechanics and progress to date. Work completed includes forest areas, characters and initial story and concept art. Remaining work is mountain, cave and village development along with interactive characters and story implementation.

Uploaded by

Rojash Shahi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 31

Story Based 3D Adventure Game using

Universal Rendering Pipeline

For Partial Fulfillment of Bachelor


in Computer Engineering
Under the supervision of
Er. Dinesh Gothe

Presented By:
Abhisek Neupane(KCE074BCT006)
Rojash Shahi(KCE074BCT034)
Khwopa College of Engineering Sachit K. Shrestha(KCE074BCT036)
9/5/2021 Department of Computer Engineering Suraj Gosai(KCE074BCT046)
Contents

• Introduction
• Model Analysis
• System Depth
• Progress Summary

2
1.Introduction

3
1.1 Background
• Earliest Game: Colossal Cave Adventure

• Text based story driven game with limited graphics

• Around 2000s: Stunning graphics but less focus on story

• Latest Game: Good graphics and focus on story

• Our game: focuses on both graphics and good story


4
1.2 Problem Statement
• Genre: 3D adventure game
• Platform: Android
• Gameplay: Combat and exploration

5
1.3 Objectives
• To create a playable and realistic looking 3-D adventure game in
unity

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1.4 Story
• Starts with a setup that there are 2 alliances
• Main character : child of late leader from the heroic alliance
• Becomes orphan at the age of 8 yrs after villain kills her parents
• Village runs into chaos and heroic alliance nearly dies out
• Takes lead after reaching 14 years
• Masters hand to hand combat and basic weapons
• Scouts into allies area and rescues some captured friends
• Together with the new combined friends continues to gather
resources
• Walks around village, forest, lake, and mountains
• Completing many adventures, finally takes revenge
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2. Model Analysis

8
2.3 Literature Review
• Fritsch (2003) and Fritsch and Kada (2004)
- Visualization using game engine
- Unreal engine 2 for both indoor and outdoor visualization

• Moreno-Ger, Pablo and Sierra, Jose Luis and Martınez Ortiz, Ivan
and Fernandez-Manjon, Baltasar(2007)
- A documental approach to adventure game development

• Craig A. Lindley(2005)
- Story and Narrative Structures in Computer Games

9
2.3 Literature Review

Table: Comparison of our game with other games

10
2.1 Feasibility Analysis

Figure: Feasibility Analysis 11


2.2 Requirement Analysis
Functional Requirements Non-Functional Requirements
• Character controller • World Design • Maintainability
• Interactive Objects • User Interface • Performance
• Media • Portability
• Timer • Ease of use
• Optimization

12
3. System Depth

13
3.1 Technology Used

Figure: Technology Diagram 14


3.2Elements Involved in Game Design
• Game Engine • Models
• Scripts • Textures
• GUI • Sound and Music

15
3.3 Methodology
• Developing the story • Animation
• Developing the script • Coding
• Layout Designing • Testing and Debugging
• Integration
• Modelling
• Game Testing
• Texturing

16
3.4 Development Plan Using Spiral Model

Table: Development plan using spiral model

17
3.5 AI State Diagram

Figure : AI State Diagram


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3.6 Reinforcement Learning
• Agent: Intelligent Programs
• Environment: External Conditions
• Policy
 Defines agent’s behavior at a given time
 A mapping from states to actions
 Lookup table or simple functions

Figure: Agent learning from environment


19
3.7 Reinforcement Learning process
• The agent observes an input state
• An action is determined by a decision making function(policy)
• The action is performed
• The agent receives a scalar reward or reinforcement from the
environment
• Information about the reward given for that state/action pair is
recorded

Figure: Learning Process 20


3.6 Use Case Diagram

Figure: Use Case Diagram 21


3.7 Game Mechanics
• Combat Mechanics
 Different skills for different weapons
 Cooldown skills
• Respawn Design
 Enemies are respawned on the basis of story and environment
• Level Design
 Scene to scene management
 Terrain Tools
• Quest System
 3 or less quests are provided
 Daily quests also added
• Inventory System
 Basically like storages backpack like resources, equipments and
consumables
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4. Progress Summary

23
4.1 Work Completed
• Forest Biome • Dialogue-
• Character 1 and 2 Scenario1,2
• Story plot
• Concept Drawing
• Weapon Design

24
4.2 Work In Progress
• Village World Development
• 3rd and 4th Character
Development
• Various Building Design
• Item Design-food, potions etc.

25
4.3 Work Remaining
• Mountain and Cave Design
• Interactive Characters Development
• Story plot Implementation
• Building Placement
• Items and Weapon Physics

26
4.4 Expected Outcomes
• Aimed to run smoothly in android.
• Provide player a introduction to vast experience in
the role playing open world genre of video games.

27
4.5 Gantt Chart

28
4.6 Conclusion
• Work completed- 33%
• Work in Progress-20%
• Work Remaining-47%
• Therefore the work is expected to be completed within
given time.

29
4.7 References
• D. Fritsch, M. Kada et al., “Visualisation using game engines,” Archiwum ISPRS, vol. 35, p.
B5, 2004.

• R. Bartle, “Hearts, clubs, diamonds, spades: Players who suit muds,” Journal of MUD
research, vol. 1, no. 1, p. 19, 1996.

• P. Moreno-Ger, J. L. Sierra, I. Mart´ınez-Ortiz, and B. Fern´andez-Manj´on, “A documental


approach to adventure game development,” Science of Computer Programming, vol. 67,
no. 1, pp. 3–31, 2007.

• C. A. Lindley, “Story and narrative structures in computer games,” Bushoff, Brunhild. ed,
2005.

• M. Labsch¨utz, K. Kr¨osl, M. Aquino, F. Grash¨aftl, and S. Kohl, “Content creation for a 3d


game with maya and unity 3d,” Institute of Computer Graphics and Algorithms, Vienna
University of Technology, vol. 6, p. 124, 2011.

30
Thank You!

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