Final Project Description
Phase 1 (15%):
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5 h3d terrain tile sets.
20 h3d obstacle tile sets.
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Creativity points.
Phase 2 (15%):
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100x100 map and the display of that map in your own program.
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Creativity points.
Phase 3 (20%):
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Dynamic map and scrolling.
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Passive mouse motion dictates movement (left or right of center rotates
and up or down of center gives velocity).
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Creativity points.
Phase 4 (50%):
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Bit assignments for map. You should define at least a terrain type
(e.g. WATER) and a collision type (e.g. CANT_GO). You are welcome
to define more.
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Basic collision detection (based on a tile-by-tile check using the bits
set in the map). For instance, if you're movement is about to place you
onto a new tile you will simply check to see if the new tile has a
bit set which would restrict you from moving onto that tile...like
a tile which has CANT_GO set.
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Creation of a land vehicle object and a water vehicle object. These
should be h3d models and should be representative of what they are.
Creativity points will be given for excellent models. Keep in mind the
scale of your surrounding environment.
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Ability to switch between land and water vehicles. Can only switch between
them when right next to land or water. Land vehicle operates only on land
and water vehicle operates only on water. To better explain this, let's
say you start in a land vehicle...first off you need to be sure your
starting position is valid for a land vehicle. Once this is establshed,
to switch to the water vehicle you would need to move the land vehicle
adjacent to some water. Then perform the switch (either from a menu
option or a key on the keyboard). When the switch is made, you will
need to check the surrounding tiles to determine where water is. Once
you find water, set the current map tile to that location and start
rendering the water vehicle instead of the land vehicle.
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Correct rendering and orientation of current vehicle. The key part of this
is correctly rotating and moving the current vehicle model.
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Creativity points will be given for your new models, for the method
of switching between land and water vehicles, and for inventive bit
assignments and actions.
Extra Credit:
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Texture mapping at least 5 terrain sets or obstacle sets.
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Complex collision detection (based on tile-by-tile and on specific bit
settings which define the tile to have obstacles inside of it).
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Continuous map. What this means is the display of the map never shows
any edges, it automatically displays the area at the bottom of the map
when you are looking at the top of the map (if you are at map position
0,0 you would see the map area from the bottom row (99) so you never
see the "edge" of the map). If you don't understand, either run the
program "map" on your own map or ask me.