Mid Term Defense Slides
Mid Term Defense Slides
in Unity
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
• 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.
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1.2 PROBLEM STATEMENT
• Genre: 3D adventure game
• Platform: Android
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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
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2.MODEL ANALYSIS
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2.1 Feasibility Analysis
Operational Feasibility
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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
3.2.3 GUI
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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.
3.3.5. 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.
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.
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3.5 AI State Diagram
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3.6 Use Case Diagram
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3.7.2. Combat Mechanics
• Different skills for different weapons.
• Terrain tool
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3.7.5. Quest System
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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
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4.2 Work in progress
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4.3 Work Remaining
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3.9 Gantt Chart
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1.4 ABOUT THE GAME
• Android platform
• Story driven
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4.4 Expected Outcomes
• Aimed to run smoothly in android.
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4.5 Conclusion
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4.6 References
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Snapshots
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