Project #4 private handin Group members: 1. NAME: YUXIAO (DAVID) TAN 2. NAME: JIN-ZHOU (JIMMY) ZHANG 3. NAME: KENNY CHENG What: Advanced Features: 1. Rendered a terrain using a heightmap approach. 2. LOD: We have level of detail control for the terrain detail textures. 3. Collision detection is used throughout the game for moving on the terrain, moving inside the dungeons and towns, for monsters to detect a player nearby, and for triggering damage calculation when attacks hit a character. 4. Animation: We are using MD2 models for the main character and NPC's. We also have a smoothly animated camera that follows the character. 5. Fog: We have included for realism in different environments. 6. Self-generated contour thermo maps. 7. Save Load functionality How: main.h : game manager block.h : Contains a class for collision detection blocks with sliding effects Camera.h : Camera object CharStat.h : Manages all the character statistics hud.h : Manages all the heads up display functionalities Kirito.h : Class for the main character information Md2.h : Used for loading Md2 models MD2Model.h : A class that keeps information of all the monster character information SL.h : Manages save/load functionality Terrain.h : Loads terrain map dungeon.h : Used for drawing the dungeon town.h : draws the town vector.h : Vector struct Algorithms: Terrain: We used photoshop to generate a grayscale cloud and save the height values in a raw file, then we used a template code for loading raw files and wrote code to translate the values into a smooth terrain. LOD: We used a terrain texture and blended it with a detailed texture for realism. We can control the LOD of the texture for the terrain by scaling the detailed texture. MD2 Model Animation: Linearly interpolated the vertices between frames. Minimap generation: We read the heightmaps from raw file, and visit the map tiles by tiles with for loops. We set up a few bins of heights and draw each tile to that bins' colorcode. We also marked the contour lines with black. For extra feature like castle icons, are manually added. How to: keyboard controls: WASD for moving and strafing. space = menu g = picking mode in the dungeon after item pickup f = close picking mode mouse controls: right click = slash attack left click = thrust attack middle button = spin attack Use mouse to control the view wiimote controls: joy stick for moving and strafing. home = menu + = picking mode in the dungeon after item pickup - = close picking mode c = slash attack a = thrust attack z = spin attack Use b+motion to control the view External Sources: http://www.gametutorials.com/ this is a fan game of "Sword Art Online", many arts came from this light novel/anime/psp game. http://www.swordart-online.net/ kirito models: http://forum.lowpolyworkshop.com/topic/9813803/1/ monster models: http://www.md2.sitters-electronics.nl/ http://www.gamefront.com/files/listing/pub2/Quake_2/Models/ victory picture: http://dailyanimeart.files.wordpress.com/2013/01/sword_art_online___kirito_wallpaper_by_eazyhd-d5lsv9f.jpg