web.cse.ohio-state.edu

web.cse.ohio-state.edu

Game Story On a space station conquered by murderous aliens with no hope of rescue or reinforcements, four astronaut marines form a team to repair and liberate the station, wing by wing, from the aliens control. Game Play Conquered Command is an action role-playing game (ARPG). The player characters gain experience by defeating enemies, earn bonus attribute points at each new experience level, and unlock new combat abilities. To win, the player must solve puzzles, strategize battles, and defeat the enemy aliens. Game State -Game state (player state, position in level) is transferred between scenes in an XML file created from serialized game objects - These files can be loaded from the main menu Level Design

3 levels implemented Level 1 (large) Level 2 (medium) Level 3 (boss) Sci-Fi Heavy Base Station Level builder assets used to build the main level pieces Various props from several authors comprise the inscene props Particle effects on some props for visual effect Music unique to each level 3D sound effects attached to particle effects, volume varies with distance Abilities As the player defeats enemies, the squad earns stat points to spend in three attributes: Strength, Intelligence, and Stamina. By spending stat points, each

character will unlock abilities to use in battle. There are 19 abilities in total and range from sentry turrets to healing fields. Abilities icons are shown to player in a tree structure, where branches of the tree correspond to the attributes above. Crossover branches require stat points in the two neighboring attributes. Abilities that are further down a branch require more stat points to unlock. //See notes if you want to add more about ability implementation Cooperative AI The player switch control between any of the four soldiers. However, when not in player control, cooperative AI teammates will enter a state machine to assist the player. Teammates will follow the player, chase and shoot nearby enemies, use abilities, and flee from battle if the active player runs away. Each AI player keeps track of their own visible enemies while simultaneously updating the entire teams knowledge. The attacking behavior of co-op AI can be customized to target the enemy that is closest, has the lowest health, or is the active players target. The frequency and types of abilities teammates use can also be customized. When selecting an ability to use, the AI player will consider its surroundings such as their current health, number of enemies, and other factors. Abilities Players defeat enemies to earn stat points. Stat points can be spent on 3 attributes: Strength, Intelligence, and Stamina. By spending stat points, characters unlock abilities to use in battle. There are 19 abilities and include sentry turrets, lightning strikes, and healing fields

Abilities icons are shown to player in a tree structure (seen ____) Each branch of the tree corresponds to an attribute Crossover branches require stat points in the two neighboring attributes. Abilities that are further down a branch require more stat points to unlock. //See notes if you want to add more about ability implementation Cooperative AI The player can switch control between any of the four soldiers at any time. When not in player control, a soldier enters an AI state machine to assist the player. Teammates will follow the player, chase and shoot nearby enemies, use abilities, and flee from battle if the active player runs away. AI players keep track of visible enemies while also updating the entire teams knowledge. AI can be customized to attack the closest, lowest health, or active players target. The frequency and types of abilities teammates use can also be customized. AI players consider their surroundings (current health, number of enemies) to select an ability. Enemy AI

Each enemy has individual vision sphere that triggers whenever a player enters them Perform raycasts to players in vision sphere to detect if vision is occluded by scenery Upon successful raycast, enemies will enter an aggroed state, where they will chase players until either The enemy dies All players in vision die No more players can be seen In addition, enemies can share their knowledge of visible players within their enemy mob group, which is a pooled knowledge resource for nearby enemies Enemy mobs can use two different strategies to determine targets for the enemies within the mob: Even - Enemies will distribute evenly amongst all players in the mobs vision Random - Enemies will randomly choose their targets from those within the mobs vision When enemies enter a certain range of the player, they will enter an attacking state. Attacking animations contain animation events that deal damage to the players I figure these pictures of the enemies with transparent backgrounds could be useful for the poster/design doc.

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