Summary of Proposal for Independent Capstone Design Project
Shared by: rrboy
Summary of Proposal for Independent Capstone Design Project Students Involved: Philip Bloom, Jacinda Moore, Charles Otlowski, Paul Zackiewicz, Victor Calvert, Thomas Etkins, Veronica Eikov, Rich Denton Possible Professors for references: WR Franklin, Marc Destefano, Kathleen Ibister, Daniel Renzi The Game Summary: The design project proposed is to build a single networked computer game with both multiplayer and single player components. The user starting the game would be presented with a user interface allowing the user to choose between a single player game or a multiplayer game or examining statistics. Starting a single player game, the user would be given the option between a single round or a campaign of rounds, then shifted to a pirate select interface. From here, the user may select one of several pirates or load a saved pirate. The user would then be moved to a shop interface allowing them to pick various customizations to the pirate. Finishing their preparations, the user would be brought to a 3d terrain environment with pseudo-randomly placed start positions and loot, combined with terrain hazards in the forms of various modeled effects and objects and terrain. Three AI driven pirates would provide the opposition during the game portion, navigating the terrain based on the type of terrain surrounding the pirate, the type of vehicle the pirate is in, nearby hazards, nearby loot, and nearby other pirates. This would be similar, but far more complicated versions, to the type of response interfaces worked on in Embedded Controls. The pirates vehicles will take into account the terrain type that it is driving over as well as provide the user a variety of abilities to interact with the environment, e.g. snatching things from nearby pirates, hopping over obstacles. Each round will be timed and at the end of each round, cash will be given based on loot seized. Then the player will be given a save option and the opportunity to continue and/or return to main menu. The multiplayer interface would be similar, only working upon building the structure such that between 2-4 players could participate on the same 3d terrain. The user would receive the option to host or to join an open game. From here, the user moves into a chat/character selection interface followed by the active players being placed into one of the terrain levels. The AI would again fill the remaining open slots. The system would have to handle the considerations of maintaining real time reactions on all four systems that would be connected. At the conclusion of a round, the users would be moved to a chat interface where they would be able to start another game, drop out, or wait for new players. Reasons why I would prefer that it be independent: A fair number of the students involved are not specifically engineering majors. They are CS or Art students who would be assisting with the development and with the content creation but would be able to assist, hopefully, with an independent project.