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CS478 Project Proposal : “The Matrix Convolutions”
Collin Jackson, James Terry and Jamie Yoo

Abstract

We will design and implement a 3D computer game that features dynamic, interactive stereogram interface elements. The storyline will be based on a recent, popular film (The Matrix, 1999) and the game play will focus primarily on problem-solving and evasion rather than fighting.

Story

Players will switch between two types of perspectives: they play the roles of both the person immersed within a Matrix-like construct and the operator who are responsible for providing that players with information. The operator will have the advantage of having an overhead view of the scene, but at the same time will be challenged by the fact that this view is imbedded within streaming Matrix code as a stereogram. The player that is jacked-in to the construct on the other hand, will have a normal 3-dimensional view of the scene. Because one cannot succeed without the help of the other, this game focuses primarily on teamwork and strategy, as opposed to fighting.

Tasks

Collin Jackson (DC ’04) will focus on presenting presenting a usable and intuitive hybrid of stereogram and non-stereogram interface elements, and displaying useful 3D scene information under the extreme depth and focus restrictions imposed by low-resolution, variable-brightness glyph stereograms.

James Terry (SM ’05) will adapt an existing open source 3D game engine to create a realistic environment for the player immersed in the matrix. He will write scenario modules that will push the storyline along as the player progresses.

Jamie Yoo (BR ’06) will develop a user interfaces for both player perspectives. She will also create static maps, scenarios, textures, and models.

Time permitting, we plan to include tutorials, splash screens, cut scenes, credits, limited combat options, and a map editing interface.

Tentative Timeline

April 5-12: Create basic framework for client interfaces

April 13 3:25: Project meeting with Professor Dorsey

April 11-18: Add features to client interfaces

April 19-25: Develop content

April 26-May 2: Testing

May 3: Present game to Professor Dorsey

May 4 onwards: Continue to improve game

Deliverables

Game executables

Written description of features

Source code