Introduction:

Core 13 is a FPS mech shooter with power management as an added element of strategy. With power management, the user has greater level of freedom and therefor a greater level of strategy. A player can decide to use little power in order to avoid receiving significant damage or exhaust all power to over power your opponent.


TEAM MEMBERS:

JEREIS S. ZAATRI

SETH BLACK

JOSHUA A. MAASS




CONTROLS:

Core 13 at its basics plays out like a normal FPS shooter, but provides the additional complexity of power management for those who want a level of strategy to the game.


Flexibility:

C13 provides the convenience of mapping the controls to the user's preference. Currently this done through a text file, but as shown by the red menu screen, the user will soon be able to map controls in game.










The controls:

Aside the from the typical mouse motions and SWAD motion keys, the left mouse button is the primary fire function which launches a missile. The right mouse button is the alternate trigger. In core mode, alternate trigger performs a special function on the core (available in V 2.0). In weapon mode, the alternate weapon is used. Using the scroll wheel the user selects between either the different cores or alternate weapons. The F-keys allow the user to toggle the cores on or off.









HUD:

Listed below are the elements of the HUD and a short description.


DAMAGE INDICATOR:

Lets the user know where they're being hit from.















WEAPONS:

3 Color Status

BLUE: selected weapon.

RED: loading.

GREEN: operational.

AMO COUNT

Types (in order)

-6x missile

-lock-on

-”drunk” missile

-auto lock-on

-spray fire



RADAR:

Shows enemies, weapons and buildings.



SELECTION MODE:

Shows the user if they're in core or weapon mode.


CORE INFO:

3 Color Status

GREEN: on.

RED: critical.

GREY: off.






GAME PLAY:

The player will have a number of cores to power their mech. The more cores that are enabled, the faster the mech is able to react. The trade-off to enabling all your cores, is the vulnerability of your cores getting damaged. If any of your cores reach critical, it's game over as your mech has detonated.


Technologies:

The look of the mech and other opponents such as the turrets, is produced by a shader written in GLSL to cell shaded look. View frustum culling and a simple 2D-grid for spacial organization is used to improve performance. Additionally, display lists help reduce the amount of geometry sent to the GPU. Fog is used to add to the feel of the environment with the added benefit of shortening the scope of objects needed to be drawn.


SCREENSHOTS:

Enjoy the following screen shots and video.