Project:E

E is a multi-player ball-sport game on a highly dynamic terrain.

While the main target is to bring the ball into the goal, players are able to deform the level to support team members or hinder opponents. Each level is a terrain built of three energies: Fire, water and earth, which a player can drain from and release to the terrain. Holes can be dug, fire can be spread, water can flood a sink or flush away another player, and much more.
A player consists of the energy he drained, which then forms a physical reaction with the local energy of the terrain, giving him special abilities or restrictions.
All in all, E offers a great amount of individual tactics for a teams, some more obvious and some more advanced.

elogo.png

Final Trailer




High Resolution Trailer


More details on the final game: Final Chapter

Features

  • Terraforming - the environment should be highly interactive, allowing the character to modify its shape actively by absorbing/releasing energies.

  • Energy Effects - depending on the type of energy, the environment will be dynamically influenced. For example water should flow down the hills and erode them, while a fireball flying over the terrain might leave a burning trail.

  • Energy Space - the texture of the environment as well as of the characters will be highly dynamic, since energies can be mixed and must therefore be blended together in a smart way.

  • Terrain Rendering - Large scale, real-time dynamic terrain rendering is a difficult task. We will try to achieve this via smart usage of on demand loading via a quad-tree.

  • Character morphing - we will not implement real morphing. The character will change its appearance mainly due to texture. But we think of adding a particle system to the character, which will be interpolated between the pure energy states.

  • Special Effects - Post-processing effects, such as smoke or fire will add enormously to the atmosphere in the Game. We will have to add a lot of them, depending on the underlying energies and the interaction between these energies. For example when water clashes onto fire, the result should be steamy explosions...

  • Distributed Terrain - Even though not directly a graphic feature, we will have to synchronize the terrain, the energies as well as the player continuously. Especially the energy synchronization might be critical, since it could render the whole system unstable.

  • Scene Elements - To enrich the visual experience we will procedurally distribute scene elements.

  • Gameplay - The gameplay should be well balanced, moreover it should be clear how you hit your target and how many points are taken form him, at what time, how shall the projectiles behave?, this is answered here.

Other Topics

  • Procedural Whatever - Procedural algorithms can be used to enhance a lot of stuff
  • GPU - HLSL and GPU related stuff

References

Resources

Artwork

Player Animation Infos

Team

  • Andreas Hauri (haurian at student.ethz.ch)
  • Mario Deuss (mdeuss at student.ethz.ch)
  • Thabo Beeler (dbeeler at student.ehtz.ch)

Deliverables

Project Care

Demos and Screenshots

-- ThaboBeeler - 22 Feb 2008
I Attachment History Action Size Date Who Comment
PDFpdf Project_Proposal_E.pdf r1 manage 36.9 K 2008-02-27 - 10:35 ThaboBeeler Project Proposal
PDFpdf The_E_Project_Proposal.pdf r1 manage 1971.6 K 2008-03-03 - 15:56 UnknownUser The proposal
PNGpng elogo.png r1 manage 17.1 K 2008-02-27 - 15:12 UnknownUser Logo of E
PNGpng startscreen.png r1 manage 62.0 K 2008-05-22 - 00:12 ThaboBeeler  

Page URL: https://twiki.graphics.ethz.ch/bin/view/GameClass/TeamE
2024-03-28
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