Architecture
From Project Kombat
(Difference between revisions)
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Kombat will need menu screens for options and what not. | Kombat will need menu screens for options and what not. | ||
- | + | '''Start Menu''' | |
*Logo and game name with other art. | *Logo and game name with other art. | ||
*A link to "Join Game" screen. | *A link to "Join Game" screen. | ||
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*A link to "Options" screen. | *A link to "Options" screen. | ||
- | + | '''Join Game Screen''' | |
*A table that displays all games running. | *A table that displays all games running. | ||
*The headers for the table would be - Name,Map,Players (As in number of players), and ping. | *The headers for the table would be - Name,Map,Players (As in number of players), and ping. | ||
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*(Maybe) A way to enter a screen name | *(Maybe) A way to enter a screen name | ||
- | + | '''Host Game Screen''' | |
*A way to choose the map for the match. | *A way to choose the map for the match. | ||
*A way to choose the weapon set for the match. | *A way to choose the weapon set for the match. | ||
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*(Maybe) A way to enter a screen name. | *(Maybe) A way to enter a screen name. | ||
- | + | '''How to Play Screen''' | |
*(maybe)A prerecorded video that shows how to play. | *(maybe)A prerecorded video that shows how to play. | ||
*(maybe)A some sort of interesting way to explain how to play. | *(maybe)A some sort of interesting way to explain how to play. | ||
- | + | '''Options Screen''' | |
*A way to toggle full screen and windowed mode. | *A way to toggle full screen and windowed mode. | ||
*A way to set the resolution/screen shape. | *A way to set the resolution/screen shape. | ||
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*A link to "Customize Controls" screen. | *A link to "Customize Controls" screen. | ||
- | + | '''Customize Controls''' | |
*Options for keyboard and xbox controller | *Options for keyboard and xbox controller | ||
- | + | '''Pause Screen''' | |
*A way to resume game. | *A way to resume game. | ||
*A link to "Options" screen. | *A link to "Options" screen. | ||
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*A leave game option that takes you back to the "Start" screen. | *A leave game option that takes you back to the "Start" screen. | ||
- | + | '''Game Screen''' | |
Current revision as of 06:51, 26 January 2009
Contents |
View
Menus
Kombat will need menu screens for options and what not.
Start Menu
- Logo and game name with other art.
- A link to "Join Game" screen.
- A link to "Host Game" screen.
- A link to "How to Play" screen.
- A link to "Options" screen.
Join Game Screen
- A table that displays all games running.
- The headers for the table would be - Name,Map,Players (As in number of players), and ping.
- A way to select a game from the table
- A button to join the selected game
- (Maybe) A way to enter a screen name
Host Game Screen
- A way to choose the map for the match.
- A way to choose the weapon set for the match.
- A way to set the score needed to win.
- A way to set the time limit for individual rounds.
- A way to set the max number of players per team. (up to 4 or 5)
- (Maybe) A way to enter a screen name.
How to Play Screen
- (maybe)A prerecorded video that shows how to play.
- (maybe)A some sort of interesting way to explain how to play.
Options Screen
- A way to toggle full screen and windowed mode.
- A way to set the resolution/screen shape.
- A way to adjust the sound volume. (This would also have a keyboard shortcut)
- A link to "Customize Controls" screen.
Customize Controls
- Options for keyboard and xbox controller
Pause Screen
- A way to resume game.
- A link to "Options" screen.
- A way to change team.
- A leave game option that takes you back to the "Start" screen.
Game Screen
Model
Physics
- Integration will be performed using one of these methods:
- Backwards (Semi-implicit) Euler
- Verlet or Velocity Verlet
- Runge-Kutta
- Collision detection will be implemented:
- On a large scale using either spatial hashing or a quadtree structure
- On a smaller scale using bounding spheres
- Game elements will be abstracted into polygons that allow for use of the separating-axis theorem.
- Collision resolution will likely be implemented using rigid-body dynamics and impulse-based methods. Our solution must be able to handle resting contact and moderately fast velocities.