Re: Glamorize Me, Capt'n! -- Level Editor Preparations
Posted: Fri Jan 30, 2009 11:01 pm
Should we add a keyboard to the camera donation fund?
The Next Generation of 2D Roleplaying Games
http://elysianshadows.com/phpBB3/
Didn't that proxy work for you? Mine work currently has the forum unblocked, but they'll go back through another lock down as soon as the bandwidth usage spikes again, which it already has, so its a matter of time. Until then I can avoid the cons\ta\nt\ damn '\' that the proxy adds.Arce wrote:Haha, no way. ;p
The fund's for a camera. Nobody's going to donate $$ for me to get a new KB.
After months of petitioning, I finally got permission to unblock the site from the school filter! I'm on from school atm, with permission. Therefore, I can begin to update this topic much, much more often.
Going to be working more on the GUI notebook segment, and some on the abstract now.
EXACTLY 250 words (the limit for the abstract, if the purpose statement in the research plan meets the criteria, maybe I can use it for both?)A. Purpose
A team of independent game developers are currently working on a new video game for PC and a gaming console known as Dreamcast. The main engine is being created from scratch and thus is largely different and highly costume when compared to those already available on the market. This difference, among other things, calls for unique system by which the main engine interfaces with input data. Because of this, level designers attempting to create playable scenarios are unable to implement their ideas without some kind of tool or utility to handle formatting their output data in a way compatible with the main game engine. It would be both impractical and unmanageable to teach each level designer how to manually convert their maps, items, characters, sheets, etc. into raw binary data readable both by the Dreamcast and PC.
As a result of this problem, a piece of software must be engineered that can synchronize with the main engine. It must provide a simple, easy-to-use way for level designers to create and implement their ideas. The software must be robust, reliable, and consistently up to date with the standards of the main engine.
In April of last year, I set out to undertake this engineering task. The purpose of this project is to detail the work that I have done and the engineering process that was vital to the development of the utility, as well as the numerous problems, revisions, modifications and future goals that make up the project.
Main Engine – In video game creation, the backbone of a game is a large program that handles all maths, calculations, positioning, drawing/rendering, and all other general functions that a game may require. This backbone software is not a game in and of itself; the term ‘main engine’ simply refers to a vast segment of reusable code that handles the specifics of game data.
I need to check the 'student handbook' for any more info...=/A. Questions being Addressed
B. Hypothesis/Problem/Engineering Goals
C. Description in detail of method or procedures
D. Bibliography (list at least 5 major references)
3) Abstract:
After finishing research and experimentation, you need to write
an abstract. The abstract needs to be a maximum of 250 words
on one page. An abstract should include the a) purpose of the
experiment, b) procedures used, c) data, and conclusions. It also
may include any possible research applications. Only minimal
reference to previous work may be included. The abstract must
focus on work done in the current year and should not include
a) acknowledgments, or b) work or procedures done by the
mentor. See below for an example of an appropriately written
abstract. See page 28 of the International Rules for the proper
formatting of an Official Intel ISEF Abstract and Certification.
Please Note: The Official abstract form is only for those
participating in ISEF and may not be required for many Affiliated
or local fairs.
My abstrct. 246/250 words. Done? How do I make it sound better? Do you agree with my approach? Should I have included more or less detail..? How's it compare to others that we know have won cash prizes?This project focuses on the development and engineering of software to be used by a team of independent video game developers. There is no existing equivalent of the software, as it must be highly costume and has unique specifications. The tool is primarily used by level designers and creators for said team, who implement playable scenarios via my utility.
Upon other things, some specifications for the software include the need for rapid development, continual updates and revisions, perfect synchronization between input and output data of the main video game engine and said utility, as well simple, easy-to-use interfacing that still allows for an amount of control and power over projects.
To meet these specifications, I have chosen to use the Windows Graphical User Interface (GUI) and a programming language called BlitzPlus. The demands for rapid development and the lack of foresight into future additions/changes to my objectives have compelled me to take an iterative approach to software development. This approach is characterized by a cycle of analysis, design, implementation, testing, releasing, and assessing feedback; each demonstration of release only includes an addition of a few new objectives to ensure stability and user acceptance.
Because this is an ongoing software engineering project, it places a heavier emphasis on the development cycle than a finished product. Each iteration represents a newer, better stage of development, and although the latest stage will be exhibited, the process by which the current product came to be is central to my exhibit.
Suggestions in () and bold... but overall, I like it.This project focuses on the development and engineering of software to be used by a team of independent video game developers. There is no existing equivalent of the software, as it must be highly costume(did you mean custom?) and has unique specifications. The tool is primarily used by level designers and creators for said team, who implement playable scenarios via(use through for formality) my utility.
Arce wrote:This project focuses on the development and engineering of software to be used by a team of independent video game developers. There is no existing equivalent of the software, as it must be highly [custom?] and has unique specifications.* The tool is primarily used by level designers and creators for said team, who implement playable scenarios [through] my utility.
[Among] other things,somespecifications for the software include the need for rapid development, continual updates and revisions, perfect synchronization between input and output data of the main video game engine and said utility, as well simple, easy-to-use interfacing that still allows for an amount of control and power over projects.
To meet these specifications, I have chosen to use the Windows Graphical User Interface (GUI) and a programming language called BlitzPlus. The demands for rapid development and the lack of foresight into future additions/changes to my objectives have compelled me to take an iterative approach to software development. This approach is characterized by a cycle of analysis, design, implementation, testing, releasing, and assessing feedback; each demonstration of release only includes an addition of a few new objectives to ensure stability and user acceptance.
Because this is an ongoing software engineering project, it places a heavier emphasis on the development cycle than a finished product. Each iteration represents a newer, [improved] stage of development, and although the latest stage will be exhibited, the process by which the current product came to be is central to my exhibit.
^Does this sound better?*Due to the unique specifications of the software, there is no current equivalent in existence, and as such, must be custom.