Architecture

From Project Kombat

Contents

View

Menus

Kombat will need menu screens for options and what not.

Start Menu

  • Logo and game name with other art.
  • A link to "Join Game" screen.
  • A link to "Host Game" screen.
  • A link to "How to Play" screen.
  • A link to "Options" screen.

Join Game Screen

  • A table that displays all games running.
  • The headers for the table would be - Name,Map,Players (As in number of players), and ping.
  • A way to select a game from the table
  • A button to join the selected game
  • (Maybe) A way to enter a screen name

Host Game Screen

  • A way to choose the map for the match.
  • A way to choose the weapon set for the match.
  • A way to set the score needed to win.
  • A way to set the time limit for individual rounds.
  • A way to set the max number of players per team. (up to 4 or 5)
  • (Maybe) A way to enter a screen name.

How to Play Screen

  • (maybe)A prerecorded video that shows how to play.
  • (maybe)A some sort of interesting way to explain how to play.

Options Screen

  • A way to toggle full screen and windowed mode.
  • A way to set the resolution/screen shape.
  • A way to adjust the sound volume. (This would also have a keyboard shortcut)
  • A link to "Customize Controls" screen.

Customize Controls

  • Options for keyboard and xbox controller

Pause Screen

  • A way to resume game.
  • A link to "Options" screen.
  • A way to change team.
  • A leave game option that takes you back to the "Start" screen.

Game Screen


Model

Physics

  • Integration will be performed using one of these methods:
    • Backwards (Semi-implicit) Euler
    • Verlet or Velocity Verlet
    • Runge-Kutta
  • Collision detection will be implemented:
    • On a large scale using either spatial hashing or a quadtree structure
    • On a smaller scale using bounding spheres
    • Game elements will be abstracted into polygons that allow for use of the separating-axis theorem.
  • Collision resolution will likely be implemented using rigid-body dynamics and impulse-based methods. Our solution must be able to handle resting contact and moderately fast velocities.
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