This is a Bird shooting game with many twist.
An overview of the application and what it does:
- The platform and corresponding category that best fits your proposed idea and proposed Demo App. :This App demo comes best under All in One : Games .
- The name of your application:Revenge of Bird Shooter
- This app will be a multiplier app on split screen Using AIO capabilities to it fullest.
- Each/Both(currently maximum number of players is not planned it can be 4 or 2 based on feasibility testing on hardware) user will presented same game world same set of birds .
- User can move his finger to mark a bird ,and lift it up to shoot and reload.
- The game will have a set time(30 sec to 3 min user can select this before starting a game) to score maximum score.
- As maximum birds shot per finger lift will add combo score,so player will be in a dilemma to mark vs shoot birds and this is the fun part .
- Other players can shoot those same birds at the same time making game more fun and a race for high score(who shoot a bird first).
- Birds will flew away after a fixed time, a marked un-shot bird will provide penalty to player who marked the bird.
- A description of the intended uses for the application, which can be presented in writing and/or visually via images, PDFs, an unlisted video link to YouTube, or other visual representation. :YoutubeLink this show a work in progress video of this game .
This app will be recreational competitive fun game ,most intended to used in fun time like other board games .
- The approach taken to develop the application.
The app is written using rapid prototyping .
Currently the bird state system,targeting shooting system sound etc has been implemented
Thinks left to be implemented.
a:Splitscreen ,b:Menu system c:Scoring
- The coding languages to be used. :Currently the app demo is written in c# using Xna4.0 .
Split screen can be easily added to our game as shown in following tutorial from msdn.com
Split screen code from msdn.com
This sample assumes there are two camera classes in use, Camera1 and Camera2.
To create a split screen
In your LoadGraphicsContent method, create two new Viewport objects to define the two new "split" regions of the screen. In this example, the screen is split in half vertically.
protected override void LoadGraphicsContent( bool loadAllContent )
defaultViewport = graphics.GraphicsDevice.Viewport;
leftViewport = defaultViewport;
rightViewport = defaultViewport;
leftViewport.Width = leftViewport.Width / 2;
rightViewport.Width = rightViewport.Width / 2;
rightViewport.X = leftViewport.Width + 1;
Immediately after creating the two new viewports, create a projection matrix to fit each new viewport. In this case, because the screen is split in half, only one new projection matrix is necessary. It has the same settings as the 4:3 full screen projection matrix, except the aspect ratio is now 2:3.
projectionMatrix = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, 4.0f / 3.0f, 1.0f, 10000f );
halfprojectionMatrix = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, 2.0f / 3.0f, 1.0f, 10000f );
In your Draw method, assign one of the viewports to draw as the GraphicsDevice Viewport. Then draw your scene as normal, using the camera (or view matrix) associated with this perspective, along with the proper projection matrix.
protected override void Draw( GameTime gameTime )
graphics.GraphicsDevice.Clear( Color.Black );
graphics.GraphicsDevice.Viewport = leftViewport;
DrawScene( gameTime, Camera1, halfprojectionMatrix);
After drawing the first scene, assign the other viewport to the Viewport property, and draw your scene again with the associated camera or view matrix, and the proper projection matrix.
graphics.GraphicsDevice.Viewport = rightViewport;
DrawScene( gameTime, Camera2, halfprojectionMatrix );
base.Draw( gameTime );