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DEPARTMENT of SOFTWARE ENGINEERING DAFFODIL INTERNATIONAL UNIVERSITY

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Software Engineering, Daffodil International University has been accepted as satisfactory in partial fulfillment of the requirements for the degree of Bachelor of Science in Software Engineering and approval in respect of its style and content. Dedicating this project to Allah, for every chance he always blesses me with, for all the convictions in people for me, for the strength to please him, while living life to the fullest, Jannat assures. I had this project ported from Unity to Unreal Engine 4, which ended up unlocking a lot of accessibility for this version of the game.

Implementing the origin story of our character “Nooh”, our game explores further through storytelling and gameplay in a semi-realistic gaming environment with some mythological touches of fiction. The game is designed with many resources that we all provided ourselves using Blender, Adobe After Effects, Adobe Audition, Adobe Illustrator, Adobe Photoshop, Adobe Substance 3D Painter, Audacity, Materialize, NVIDIA plugins for Adobe Photoshop, SpeedTree, Spacescape, Visual Studio 2019, World Machine, etc. While we have all the non-functional requirements that improve the game experience for our player, our main goal is to encourage the player to participate in the main events of the game.

That is why our game ends with a scene where our gamer cannot explore around, a place full of ominous fantasies. The aim of our project “Astral Ashes 2.0” is to normalize the practice of our religion. Our protagonist will stand out because he represents the perfect illustration of the undeniable importance of “religion as the absolute answer to all that is real and to all that can be.” fantasized.” Modern society has always taken a step back to the past when it comes to valuing ethics and morals. The normalization of vulgar words, the practice of religious satire, the idolization of bad characters online, the normalization of the practice of drug use, the unhinged decadence of decency and civility, the practice of prejudice.

This is a great opportunity to give them a game where they can love, respect and idolize a godly character while playing for fun.

Background

Benefits and Beneficiaries

Stakeholders

Project Schedule

Gantt Chart

Release Plan & Milestone

Objectives

REQUIREMENT ENGINEERING

Functional Requirements

Deciding on functional requirements upfront in system design has proven to be very beneficial, and it also welcomes any other functional requirements that need to be added later during development.

Non-functional Requirements

SYSTEM ANALYSIS, DESIGN & SPECIFICATION

  • Development Model
  • Use Case Diagram
    • Use Case Description Spawn In Spawn In
  • Activity Diagram Spawn In Spawn In
  • Sequence Diagram Spawn In
  • Entity Relationship Diagram

Spawning at the beginning of the game will start each sequence of the game. Players will spawn into the game with an ongoing story and cinematic representation of actual gameplay. Accessing the portal on the lake will take the character directly to the game session, even though it is a portal that works on both sides, but players cannot use it to return to the previous position. Using the portal activates a checkpoint where players will continue to spawn if they die during the game session.

The survivor session is the main event of the game, connecting all the critical link of the game to this event will be a good adrenaline boost for the player. Players will need to collect some critical boosts to survive the game mode, failing to do as instructed will deplete the player's health so low that the character will die. As this game values ​​the importance of fun, we have implemented the concept of replay in the game, where players will respawn in a place at the beginning of the game session, allowing them to keep starting over until they succeed .

Completing the game session will allow players to see further through the game and navigate them to the end. When the game is over, players will be presented with an environment that has been carefully crafted to give players every reason to return to the game for a sequel at a later development. Players will be able to move, jump, go right, go left, reach forward and go back.

Players will be able to shoot a particle system-enhanced energy core from their character at all times. Players can continue exploring the map at any time, which can prove to be a bit difficult during a game session.

Figure 3.1: Prototype Model
Figure 3.1: Prototype Model

WORKFLOW

  • Unreal Engine 4
  • Blender
  • Adobe After Effect
  • Adobe Photoshop
  • Adobe Substance 3D Painter
  • Audacity
  • Materialize
  • NVIDIA Plug-ins for Adobe Photoshop
  • Speed Tree
  • Spacescape
  • Visual Studio 2019
  • World Machine

It is a very advanced game engine specially used for game development, architectural and automotive visualization with many real-time applications. I used this ultra-complex game engine with a lot of self-learning, exploring and with the help of Unreal Engine Communities. Creating the environment to meet the realism I envisioned, while providing all the resources I needed myself, required me to go through a lot of 3D modeling, texturing, and animation with the help of Blender 3.1 .0.

Because Adobe After Effect was very accurate with few of their parameters, I had to go back to it many times to accomplish what other software like Adobe Photoshop could not. While designing the environment, Adobe Photoshop was my most used software after Unreal Engine and Visual Studio. For any kind of texture mapping on Unreal Engine I had to work with thousands of materials, cut them, resize them, blend them, make textures seamless and many more accessibility was only possible because of Adobe Photoshop.

For high-level detail for a lot of 3D objects on the Unreal Engine Substance Painter helped me through a lot of impressive works of the project. While playing voice, audacity helped me through a lot of noise and editing and trimming with audio files. While Photoshop had my back for a long time, it was really flawed when I had to work on normal map (Appendix B) over the projects, Materialize provided a lot of features on that subject while I had few other facilities.

While painting the skybox (Appendix C) for my map, I was unable to get them into the desired software as Photoshop does not provide any built-in skybox extractor (DDS format). Astral Ashes 2.0 being an open world FPS game, we had to do a higher level of leaf painting and modeling, which was made possible with the help of SpeedTree. Working in Unreal C++ for the longest time, it has been a great help for debugging, decoding, exploring, implementing core and critical algorithms with thousands of class dependencies across the engine changing parameters and code often hourly, you will it was proven. very difficult if not for the accessibility that Visual Studio offers along with Unreal C++.

I used a 40km x 40km landscape in my game, instead of forcing me to carve out every meter, inch by inch the world engine helped me create accurately. A very useful software to consider all the layers of the landscape with all the minute and immeasurable details.

CONCLUSION

Project Summery

The story of the game follows an intelligent godly character "Nooh" who begins his journey to use all the knowledge his father has ensured he has gained before their expected journey together when Nooh turns 25 years old. Unfortunately, his father died just before their adventure was very difficult for him, but the teachings of his faith and his father's wisdom pushed him to the adventure that Nooh was always ready for.

Future Scope

APPENDICES

We're looking at the normal map here, that's how the normal map determines which part of the material will bounce off to which path, illustrating details of the physical texture of the object.

Figure 6.1: Unreal Engine Workstation
Figure 6.1: Unreal Engine Workstation

OFFICIARIES

Gambar

Table 1.1: Gantt Chart
Table 1.2: Release Plan
Figure 3.1: Prototype Model
Figure 3.2: Use Case Diagram
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