Game
Name: |
Cow Chompers
|
Development
Team: |
Dave Mowatt
(dmowatt@andrew.cmu.edu)
Steve Onorato (sonorato@cmu.edu)
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Game
Genre: |
Multiplayer
Strategy-Adventure
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Game
Description: |
In Cow
Chompers, the players each control one of several farmers.
They must defend their stock of cows from being abducted/eaten/eliminated
by aliens. They defend their cows by killing the aliens
with their farm equipment and leveraging alien technology.
The game will basically progress with the party exploring
the current area (on the farm, in a cave, on an alien mothership,
etc.) until they get into range of an alien, at which point
the game enters combat mode. Combat mode will progress
in small time intervals of action, separated by short intervals
of the players and AI simultaneously choosing what they will
each do during the next interval of action. To keep
things interesting, there will be a limited amount of time
for choosing actions and when firing weapons and throwing
things, there will be a skill-based interface (like in Worms
or field goal kicking in football games).
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Significant
Technical Features: |
·
Terrain deformation
·
Per-pixel lighting
·
Skeletal-based
character animation
·
Hit-box collision detection
·
Vehicles
·
UFOs with environment
maps
·
Shadow volumes
·
Rocking soundtrack
·
Particle system
for exploding cows, smoke, etc.
·
"Melting"
meshes (Using modified subdivision algorithms)
·
Character growth
system
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Implementation
Plan: |
Original
code and content that will be developed:
·
DirectX Graphics
library
·
User Interface
·
Game logic
·
All animated
models
·
Sounds and music
Source
previously developed:
·
Shadow Volumes for DirectX
·
DirectX Music library
·
DirectX Input support
·
Small matrix / vector library
·
Quadtree visibility culling
·
Cow Model
·
Hardware billboarding
|
Schedule: |
April
6: Milestone 1, Prototype complete with combat system in isolated
battle running DirectX
April
20: Milestone 2, All major game features in place.
Adding minor game play extras and new art.
Week
prior to Launch: Feature freeze, only tuning game settings
and artwork.
Actual
launch date to be announced.
|
|
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Screenshot 0
Not a screenshot, but an idea
of what the gameplay should resemble. |