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Description:
A
3D action fighting game where up to 32 players can duke it out in teams
to see what team can dunk the dude the most times. Just think of capture
the flag, but instead of a flag you "Capture The Dude". The
director's cut adds technical improvements, while the game play holds
true to the original.
Technology:
The
"CTD Directors Cut" is actually a full re-write of the original
CTD from 5th and 6th semester. The new tech we brought in was the use
of BSP trees for culling world geometry as well as lightmaps for lighting
the world. The addition of a console was also a well received improvement,
as it simplified running and testing game functionality. We also re-wrote
our renderer using DirectX8 rather than OpenGL, which is what we were
using in the old CTD. For our map editor, we ditched our old one and decided
to use the WorldCraft editor ( by Valve ) for creating levels, placing
objects and applying textures. We also gave the AI a complete overhaul
thereby improving the bot AI so that it uses steering and flocking techniques
as well as single and team oriented tactics to capture the dude. There
is also a 3rd person camera that smoothly positions itself to a "behind
your shoulder" view. We also wrote the engine as separate dlls rather
than just a single .exe file. We had our renderer, networking, sound,
input all as different dlls. Much like what you would see in the Unreal
engine.
What
I Learned:
CTD
DC was a venture back to CTD with the sole intent of making it better.
By better I mean adding all sorts of sweet things I've always wanted to
put into one of my games. A console, PVS culling using a BSP tree, per
polygon collision detection, lightmaps, improved skeletal animation, and
anything else I could think of. I defiantly learned a whole bunch working
on this title. Stuff that I finally think employers would like to hear,
rather than... ooooh look I have 3D graphics! heh.
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