Game Name: Flybye
Development Team: Derek Parham (dparham AT andrew DOT cmu DOT edu)
Adam Kushner (akushner AT andrew DOT cmu DOT edu)
Game Description: Flybye is a game with 2 teams. The goal of the game depends on the number of players. The game arena consists of a cylinder oriented vertically. Platforms are placed around the arena that move horizontally and vertically. At the top, is a ring platform where some players can reside. Players are situated in 'seats' at the top which allow them to aim in almost every vertical angle, and turn in 360 degrees horizontally. They cannot shoot directly underneath themselves, or close angles to directly beneath themselves. At the bottom, the other players are jumping and flying upwards trying get to the top and knock a player out of their 'seats'. A player is knocked out of his/her seat when another player jumps up beneath them and 'pushes' them out. Weapons are placed at the top of the map, and can be fired while a player is in a seat, or at the very top level of the map. These weapons are not to 'kill' other players, but to push or knock them down. Example weapons could be a grenade launcher or machine gun. If a player is pushed out of their seat, they fall directly to the bottom of the level. Powerups are also available to players on the bottom which help protect against weapons. Different combinations of powerup vs weapon exist with different effects to the player being hit (sometimes helps, sometimes hurts more)

If there is a 1x1 tourney, the goal is for one player to be at the top seat the longest time (like capture the flag). Both players start at the bottom and compete to get to the top first. The player not in the seat has an advantage because the 'seated' player can't see/shoot beneath themselves.

If there is a larger team game, then players all start at the bottom and there are multiple seats at the top. The goal is to get all players of one team into the seats. Players can shoot/knock each other out of seats with the weapons.
Game Features:
  • Single, or Multi-player modes
  • Moving platforms and objects for players to hide behind
  • New weapons not normally applied to a shooter game
  • AI bots to play either offensive of defensive, with programmed skill levels
Technical Features:
  • Realistic physics engine to knock players back
  • True transparency and colored light sources used in rendering
  • Collision detection of missiles
Implementation Plan: Original source code and content for Flybye that will be newly developed during the semester will include the following:
  • All artificial intelligence routines
  • Partical physics code
Source code and content acquired and used from outside sources include the following:
  • OpenGL model loading library from www.sourceforge.net
  • OpenGL particle effects library from www.sourceforge.net
  • Tutorial sites for example code, and possibly textures.
Source and content previously developed:
  • AI code from Lab 3 hopefully will be written so it can be reused
Schedule: The Flybye project will begin at the end of March of 2004 and is planned to be completed in 5 weeks to meet a May 2004 rollout. The major milestones of the project are the following: (To be revised as work is completed)
  • March 20:Start project
  • April 6: Milestone 1: Arena with working platforms and player/camera movement.
  • April 20: Milestone 2: "Feature-complete" game, all major functionality in place. Physics properties implemented. Checked in to CVS along with web page update.
  • May 2: Feature freeze (no new ideas...time to finish-up!)
  • May 10: Game complete. Go home and get some sleep before launch day.