Title Screen for Pyroteknix |
The Premise
As I mentioned in my design blog post for this game, I wanted to create a game all about putting on a fireworks show. I decided in the end to name the game Pyroteknix. In this game, the player controls a cannon which can shoot fireworks into the night sky. More specifically, they control a crosshair which the cannon rotates to point to, and which fireworks will target and explode on.
Gameplay for Pyroteknix |
An audience watches the show below. Each audience member has a mood (indicated by their facial expression), which contributes to the points gained by each firework. A firework gains points for each audience member which sees it (based on the firework's x position on the screen and it's range), modified by the audience member's mood. The audience members' moods drop naturally over time, but are increased by seeing a firework. Therefore it's important to spread the fireworks out across the sky to keep all audience members in high spirits. If any audience members get upset, they will leave. If all audience members leave, the player loses.
In addition, each firework has a cost associated with it. The player is given a set budget at the beginning of the show, so they must space out the fireworks over time. The show has a set time limit, counting down and displayed to the player throughout the show. The player must balance keeping the audience happy, gaining points, and not letting their budget run out.
Technical Details
Working with the PS2 was an interesting experience. We could not use an IDE, so it was back to Notepad++ and a linux-based g++ compiler. In a way, this was refreshing - I really like Notepad++. But, I'd found I'd grown very fond of tab-complete for my class methods and data members, and missed that quite a lot. Additionally, working with the makefile setup we were given was frustrating, but I lacked the makefile know-how to fix the situation. Essentially, the makefile wouldn't detect .h file changes, and wouldn't recompile based on them, but wouldn't throw errors for things referencing stuff changed in the .h file, and so I got horrible crashes for no apparent reason. This also resulted in a need to reboot the PS2, which took around five minutes each time. Compiling was also quite slow, which was frustrating.
Another huge technical frustration came from working with the vector unit code. This was all assembly level stuff, which for those not code-inclined means very low-level stuff where you are literally moving memory around inside the processor to do calculations. It is NOT my kind of programming, and it was like pulling teeth. I thought what I wanted to do (a cel shading style) would be easy, but despite working on it for a full day I never figured it out, and ended up giving up on the vector unit code altogether. I still managed a very good mark on the project due to my other clever use of the system and a very nice framework.
Now on to technical successes. I was able to re-use the framework I've been using in my DirectX project, since I completely encapsulated all the graphics stuff. This was really useful and let me get a lot done very quickly, and looked quite professional to boot. It included support for screens, game objects, and particle systems. Since particle systems were very important for this game, I spent a lot of time making sure they looked nice and billboarded correctly. I wasn't 100% happy with the results but I think they were well enough for the time period allotted for this project.
I was also able to manage the display of graphics in such a way that optimized the texture buffer use so it was changed as little as possible, while still encapsulating all the graphics code. In addition, I had to edit a lot of the provided framework's graphics synthesizer instructions to allow for transparency and 2-D image rendering.
Finally, I was able to get in some decent effects to really pull off the cannon firing. I added sound effects for the cannon fire itself as well as a whistling as the firework went up. I also added both a screen flash (simply rendering a white texture over the scene for one frame) and a rumble feedback when the cannon fires. This made the game feel much more visceral and was great feedback for the player.
Finally, I was able to get in some decent effects to really pull off the cannon firing. I added sound effects for the cannon fire itself as well as a whistling as the firework went up. I also added both a screen flash (simply rendering a white texture over the scene for one frame) and a rumble feedback when the cannon fires. This made the game feel much more visceral and was great feedback for the player.
Future Plans
While I feel like what I managed to do with the restrictions imposed by the time frame and platform was pretty good, I would have liked to do a lot more with the project. Different kinds of fireworks, combos, audience requests, higher audience expectations later in the show (finale), and some kind of overdrive mode where you can shoot fireworks off for free - these would all be awesome features to add. I think this game concept is actually pretty strong and hasn't really been done much that I've seen, and I'd like to bring the concept to a mobile platform. I think it would suit touch controls very well, and it's shiny, fun style would do well with a mobile audience.
I'm not sure when I'll have time to work on this, but it's definitely going in my bank of "things I'd like to make". I'd call the project as it is a successful proof of concept and a great learning experience.
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