Game: Chobits
Team: David and Luisa
Overview:
Chobits is an adventure game based on anime series of the same title. Each level is an episode or scene from the anime. We try to follow the story as mush as possible, sequence of events that according in the story, and the map of the town story took place in. The first level we designed is based on episode 4, where Chii goes to buy panties for Hideki. You walk around in town, your mini persocon friend guid you toward your goal, you can also talk to NPCs and try to find your way to the panty store. There is also a battle mode (2 players), where Chii fights her sister, the Black Chii.
Features include single and multiplayer mode (battle mode), data driven design (level, event, cut scene, map, npc, input), 3D world (based on the original story), animated walking 3D characters, location based event trigger, collision detection, minimap, dialog boxs.
You control the main character with keyboard, default mapping for single player isforward - 8
backward - 5
turn left - 4
turn right - 6
look up - -
look down - +
camera control : w, s, a, d, r, f, t, g
camera toggle - b
action - n
attack - m
Development summary:
/afs/andrew.cmu.edu/course/15/493/www/projects/chobits/libraryvector - from Jim Bruce
config.h
vector.h, util.h
Key technical challenges:
it turned out 3DS format does not support the biped system from 3DSMax charactor studio. Since I alread spent fair amount of time learning and generating biped model, I decided to stick with biped instead of bone system. So I made the model animate by exporting every single frame in the loop into 3DS model and load each of them. It turns out not too bad, after the first loop, animation is cached into display list.Combining the 2D and 3D graphics
The game makes heavy use of 2D graphics for cut scenes, the minimap, conversations, and other features. Rendering functions had to be ordered to keep the right things in front. A lot of tweaking was necessary to get the 2D graphics aligned properly, especially the text....
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Postmortem:
I spent way too much time search for appropriate sample models on the web, and trying to learn 3DS and poser. Even after learning to use them, generating NPC takes way too long. But the animtion turned out very nice, esp the way players dress animates.Content in general
This was the big bottleneck. Collecting textures and designing levels is an extremely time consuming process, and the nature of the game puts a heavy emphasis on getting the content right. The game is mostly content driven, and we didn't have much time for content. It was necessary to take numerous shortcuts and drop a variety of planned features to get level 1 in a playable state.Culling and LOD
We didnt think the final map would be this big, so we didnt bother implementing fustrum culling. Actully occlusion culling would be the most appropriate since we have so many buildings, but we didnt think it would be worth the effort. Though LOD would probabbly help too. In the end we just added culling by radial distance, it's pretty effective just by itself.
Input, player control and camera control turned out very nicely. You can remap the keys or disable them how ever you like. You can pick between 3 differernt camera mode, attched mode, detached mode and tailing mode (usually called detached). You can reposition your camera relative to the player. ie put it in the front to make it into FPS mode.Conversations/Events
The systems for conversations with NPC's and messages from your mobile persocon worked well. Event triggering is a nice addition to the game content and interactivness. Sumomo messaging helps alot in replicating the feel of the original story where she help guid Chii to her final destination. Though it would be even nicer if we can fully combine NPC and events, and if we have better AI for NPCs. Then we can perhaps replaces the cut scene with the real thinanother one
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-the end-