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Mid Term Defense Slides

The document describes a 3D adventure game created using Unity's Universal Render Pipeline (URP). It was created by 4 students for their bachelor's degree. The game focuses on both graphics and storytelling. It involves combat and exploration in a 3D world. The document outlines the game's introduction, model analysis, system depth, and progress summary. It discusses the game's story, requirements, methodology, technologies used, AI states, and mechanics.

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Rojash Shahi
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© © All Rights Reserved
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0% found this document useful (0 votes)
139 views

Mid Term Defense Slides

The document describes a 3D adventure game created using Unity's Universal Render Pipeline (URP). It was created by 4 students for their bachelor's degree. The game focuses on both graphics and storytelling. It involves combat and exploration in a 3D world. The document outlines the game's introduction, model analysis, system depth, and progress summary. It discusses the game's story, requirements, methodology, technologies used, AI states, and mechanics.

Uploaded by

Rojash Shahi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 41

Story Based 3D Adventure Game Using URP

in Unity

For partial fulfillment of Bachelor seventh


 Semester Completion

Khwopa College of
Engineering
Department of Computer
Engineering
Presented by :
Abhishek Neupane (KCE074BCT006)
Rojash Shahi (KCE074BCT034)
Sachit Kumar Shrestha (KCE074BCT036)
Suraj Gosai (KCE074BCT046) Under the supervision of:
Er. Dinesh Gothe
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Contents
1. Introduction

2. Model Analysis

3. System Depth

4. Progress Summary

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1.INTRODUCTION

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1.1 BACKGROUND

• Earliest game: Colossal Cave Adventure.

• Games were all about game play and story since they were text-
based or had very limited graphics in early days.

• In the next period, the presence of stunning graphics was the most
vital part and the story got less attention.

• But Nowadays we are back in a position where we have both good


graphics and focus on story.

• Thus, Our game focuses on both graphics and good story.

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1.2 PROBLEM STATEMENT
• Genre: 3D adventure game

• Platform: Android

• Gameplay: Combat and exploration

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1.3 OBJECTIVE
• To create a playable and realistic looking 3-D
adventure game in unity.

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1.6 STORY

• The story starts with a setup that there are 2 alliances.


• Main character is the child of late leader from the heroic alliance.
• She becomes orphan at the age of 8 yrs after villain kills her parents.
• The village runs into chaos and the heroic alliance is nearly dies out.
• After a few years when Hero reaches 14 yrs, she takes lead.
• She masters hand to hand combat and basic weapons.
• She scouts into allies area and rescues some captured friends.
• Together with the new combined friends she continues to gather
• resources.
• She walks around village, forest, lake, mountains, etc.
• Completing many adventures, she finally takes revenge.

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2.MODEL ANALYSIS

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2.1 Feasibility Analysis

Economic Feasibility Technical Feasibility


Technically feasible since
Total expenditure for the project
is just computational power. Coding in C# using Visual Studio
Code .
All 3D models and textures were
either extracted from web or Modeling is done using Unity and
made by us. Blender.

Texturing using Photoshop CC.

Operational Feasibility

Game will come to life after GUI Time Feasibility


construction and coding.
Project might take about 11-12
months for its completion.

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2.2 Requirement Analysis
2.2.1 Functional Requirements

• Character controller
• Player character
• Non player character(NPC)

• Interactive Objects
• Resources: Wood, Stone, Fiber, Iron
• Equipment: Armor, Weapons
• Currency: Silver
• Inventory
• Media
• Background Music
• Sound effects
• Animations

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2.2.1 Functional Requirements
•Game World
• Village,
• Mountains
• Lake
• Plain
• Forest

•Timer
• Cool down
• Fall damage

•User Interface
• Interactive Button
• Inventory system
• HUD

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2.2.2 Non-Functional Requirement

• Maintainability

• Performance

• Portability

• Ease of use

• Optimization

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2.3 Literature Review
• Fritsch (2003) and Fritsch and Kada (2004) on visualization using game engine for
• Craig
indoorA.andLindley(2005), on the title
outdoor environments and”Story
listed and Narrative
several enginesStructures in Computer
such as Quake III for
Games”, the author explain that every successful game must focus
indoor and Unreal engine 2 for both indoor and outdoor visualization. on simulation,
game play and narratives in pre-authored time structures at different levels of time
• scale.
Moreno-Ger, Pablo and Sierra, Jose Luis and Martınez Ortiz, Ivan and Fernandez-
Manjon, Baltasar(2007), on the title ”A documental approach to adventure game
development”,
Table:author have explained
Comparison thewith
of our game approach for game development. Author
other games
explains any videogame storyboard must be marked up with a suitable domain-
specific descriptive markup language

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3.SYSTEM DEPTH

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3.1 Technology Used

Fig: Technology Diagram


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3.2 Elements Involved in Game
Design
3.2.1 Game Engine 3.2.2 Scripts

1. 3D scene rendering 1. Character Movement


2. Graphics 2. Camera Movement
3. File I/O 3. And Many More
4. Audio

3.2.3 GUI

1. Heads Up Display (HUD)


2. Dialog Box
3. Startup Menus
4. Option Menus
5. Main Menus
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3.2.4 Models 3.2.5 Textures

1. Buildings, Wood, Trees,


Players, Weapons, etc. 1. Skins of any models

3.2.6 Sound and Music

1. Any soundtracks for the


game.

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3.3 METHODOLOGY
3.3.1. Developing the Story 3.3.2. Developing the Script
Core theme with a well- Story refined to obtain a tight script
defined storyline is performed. that ensures a seamless flow
between levels.
Characters, situations, events
and places, relationships Characters and backdrops are
determined created and decided during this
phase.

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3.3.3. Designing
Perform character design, background design and sets and props design.

3.3.4. Layout Designing


Represents the various sets and passage ways with hurdles.

3.3.5. Modeling

Character modeling, sets modeling and props modeling.

3.3.6.Texturing

Adding detail, providing surface texture or color so that a realistic look can be
given to the characters, sets and props.

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3.3.7. Animation
Characters animation represent the sequence of actions in the game.

3.3.8. Coding
Makes the gaming interactive.

Implements the interface design .

3.3.9. Testing and Debugging


Carried out at the module level before integrating all the modules.

Done to make each and every module in the game to be free from errors and
bugs.

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3.3.10. Integration
Modules are integrated to get the final product.

Similar to assembling the various parts of a product to get a complete


product.

Fig: Integrating the modules


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3.3.11. Game Testing
Game is tested for the complete flow from the beginning to the end.

Identify bugs and fix them.

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3.5 AI State Diagram

Fig. : AI State diagram

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3.6 Use Case Diagram

Fig. Use Case Diagram


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3.7 Mechanics Involved In Game
3.7.1. Game Mechanics

• Open world game.

• Player can freely adventure to get familiar with game world.

• player can gather resources freely irrespective of Quests.

• Player have to complete quests to make progress in game.

• Player gains experience for gathering, combat, completing quest.

• Higher Exp-Level increases damage, armor and stats.

• Knockout in any combat respawns player from check point


without loss in progress, inventory or quest.

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3.7.2. Combat Mechanics
• Different skills for different weapons.

• Includes Hand to hand fight to weapon based fight as game


progresses.

• Skills have cooldown.

• Continuous normal charge does final charged attack.

• Instead of Health and death in traditional combat style,


feature stamina and knockout technique such that characters
don’t die out.

3.7.3. Respawn Mechanics


• Player is spawned at the Check point and there will be
various Check points over the map and player can save the
game from these check points.

• Enemies are spawned on the basis of story and Environment


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3.7.4. Level Design

• Scene to scene management

• Terrain tool

• 3D object design on blender

• Shader and particles

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3.7.5. Quest System

• Sequentially a set of 3 or less quests will be given to players.

• Player has to complete the whole set of quests to unlock next


quest.

• Daily quests can also be added.

• Reconstructing or upgrade quests can only be completed


over a period of time.

3.7.6. Inventory System

• Basically Like a Storage backpack.

• Consumables: bread, potion, herb, peach

• Equipments: stick, axe, sword, armor

• Resources: wood, fiber, stone, iron

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3.8. 2 Development Plan Using Spiral Model

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4.PROGRESS SUMMARY

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4.1 Work Completed

• Forest Region of World Development


• Main menu of HUD
• Complete Story plot design
• Complete dialogue contents of scene 1 and scene 2
• Weapons and Building design

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4.2 Work in progress

• World Development i.e. Hotspot places, flowers, lakes


• Character modelling, texturing and animation
• UI and HUD development
• Building design and texturing
• Weapons animation and designing

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4.3 Work Remaining

• Detailing of nature in world designing


• Day/night cycle in the scene
• Body modeling and cloth animation of characters
• Shader and particle design for menu
• Proper inventory system for weapons
• Dialogue contents for other scenes
• Placement of building in the real world

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3.9 Gantt Chart

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1.4 ABOUT THE GAME
• Android platform

• Story driven

• Not so elaborate like the franchise developed games.

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4.4 Expected Outcomes
• Aimed to run smoothly in android.

• Provide player a introduction to vast experience in the role


playing open world genre of video games.

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4.5 Conclusion

• Developed for the educational purpose. 

• Run with minimum requirements in any Android OS platform.

• Provides a basic knowledge on how the games are made and


what are its basic architecture.

• Gives us an overview of the  capabilities of the Unity 3d engine,


blender and audacity

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4.6 References

• D. Fritsch, M. Kadaet al., “Visualisation using game


engines,”ArchiwumISPRS, vol. 35, p. B5, 2004.

• R. Bartle, “Hearts, clubs, diamonds, spades: Players who suit


muds,”Journalof MUD research, vol. 1, no. 1, p. 19, 1996.

• C. A. Lindley, “Story and narrative structures in computer


games,”Bushoff,Brunhild. ed, 2005.

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Snapshots

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