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Rival Assassins
Submitted by:
Vibhor Mittal (10104659)
Aviral Agarwal (10104672)
Paresh Shrivastava (10104677)
Project Supervisor:
Mrs. Ankita Gupta
DEPARTMENT OF COMPUTER SCIENCE ENGINEERING &
INFORMATION TECHOLOGY
JAYPEE INSTITUTE OF INFORMATION TECHNOLOGY, NOIDA
Introduction
• Rival Assassins is a combination of action
adventure elements and 3D platforming with
a third person perspective.
• Platforming elements allow protagonist to
jump, grab and move along ledges, climb and
perform other acrobatic actions that allow
players to make their way through the many
challenges that protagonist will have to face.
Some relevant current Problems
• Most of the bad effects of video games are
blamed on the violence they contain.
Children who play more violent video
games are more likely to have increased
aggressive thoughts, feelings, and
behaviors.
• Too much video game playing makes your
kid socially isolated. Also, he may spend
less time in other activities such as doing
homework, reading, sports, and interacting
with the family and friends.
• Games can confuse reality and fantasy.
Problem Statement
Designing an action-adventure and
3D Platforming video game, incorporating
the physics system to govern environmental
objects and the player character. The player
guides the protagonist through dangerous
environments and traps. The developer
emphasize on avoiding detection by enemies
rather than engaging them in direct combat,
leading to a greater emphasis on exploration
and puzzle solving than other types of action
games.
Proposed solution
• When your child plays video games, it
gives his brain a real workout. In many
video games, the skills required to win
involve abstract and high level thinking.
These skills are not even taught at school.
Novelty/Benefits
• It is a game which tells you nothing on a
literal or intellectual level, but which in
instinctive, emotional terms makes you
understand more than you will ever be able
to verbally communicate to another human
being.
• It operates on the same level that vivid and
uncomfortable dreams do; all shifting
shapes, abstract moods, and primal visions
which profoundly claw at your being before
slipping away into the tangible nothingness
of the world’s backdrop.
Summary of Literature Survey
Figure : Back End model
Figure : Front End model
Tools & Framework Used
Unity 3D
• Unity is a game development ecosystem:
a powerful rendering engine fully
integrated with a complete set of intuitive
tools and rapid workflows to create
interactive 3D and 2D content.
• Easy multiplatform publishing.
• Thousands of quality.
• Ready-made assets in the Asset Store
and a knowledge sharing community.
3D Max Modeling
• 3ds Max provides a number of different
modeling toolsets and workflows, each
with its positive and negative sides.
• These include Procedural Modeling
(parametric objects and non-destructive
modifiers), Editable Mesh and Editable
Poly explicit modeling, Surface Tools
Spline to Patch modeling and NURBS.
Requirement Specifications
Algorithms
• Artificial Intelligence is used
to simulate human-like intelligence,
intelligent behaviors or subsets of
intelligent behaviors primarily in non-player
characters (NPCs).
• The techniques used typically draw upon
existing methods from the field of Artificial
Intelligence.
• However, the term game AI is often used
to refer to a broad set of algorithms that
also include techniques from control
theory, robotics, computer
graphics and computer science in general.
Implementation
Limitations of the Solution
• As we are trying to make this game
available for the various platforms, we have
to make this project on a free version of
Unity 3D using free assets and paid add-
ons. These add-ons and assets are bugged
and not updated frequently. Hence the
development process is slow and tedious.
• We are also limited by the hardware of the
system. A game is very resource intensive
software hence we can’t put in huge
amount of detailing without any
performance degradation.
Conclusion
• The game's story and its ending have been
open to much interpretation; the ending
was purposely left vague and unanswered
by developer. It was compared to other
open-ended books, films and video games,
where the viewer is left to interpret what
they have read or seen.
• Another interpretation suggested the game
is the character's journey through Hell to
reach Heaven, or to find closure for his
sister's death. Another theory considers
that either the character or his sister or
both are dead.
Reviews
 “Dark and disturbing is something that is a
running theme throughout Rival Assassin, it
isn’t a nice game, it isn’t one that will leave
a smile on your face but it is engrossing and
it will have you suckered in from start to
finish.”
-Mayank Bhushan
 “A triumph for independent game
development, which manages to transcend
all that came before it without having to re-
write the genre.”
-Ankit Agarwal
 “It’s a brilliant take on classic conventions,
and the way in which it’s presented only
adds to its genius.”
-Ashish Tyagi
 “As one of the most unique puzzlers that
I’ve played over the years, Rival Assassin’s
chilling atmosphere is an example of an
incredible gaming achievement.”
-Bilal Shaukat Shaikh
 “Stunningly beautiful and hauntingly
atmospheric, Rival Assassin is a modern
day masterpiece. The puzzles are
balanced and intelligent, and the art
direction is phenomenal. This is one of the
classics you owe yourself to experience.”
-Rajat Bhatia
 “The simplistic yet gorgeous art direction,
the scant yet absolutely effective sound
cues, the limited yet engrossing
storytelling and the unsettling atmosphere
all come together to build a full
experience, one that will not be forgotten
for quite some time.”
-Ayush Garg
References
 Arjen Beij, William van der Sterren, 2005,
“Killzone’s AI – Dynamic procedural
tactics”http://www.cgf-
ai.com/docs/straatman_remco_killzone_ai.
pdf .
 John E. Laird and Michael van Lent, 2001,
“Human-Level AI’s Killer Application
Interactive Computer
Games”http://citeseerx.ist.psu.edu/viewdo
c/download?doi=10.1.1.85.2927&rep=rep1
&type pdf
 Kevin Dill, Lockheed Martin, 2011, “A
Game AI Approach to Autonomous
Control of Virtual
Characters”.http://www.iitsec.org/about
/PublicationsProceedings/Documents/1
1136_Paper.pdf
 Patrik O. Hoyer , 2004, “Non-negative
Matrix Factorization with Sparseness
Constraints”.http://www.cs.helsinki.fi/u/
phoyer/papers/pdf/NMFscweb.pdf
 Konstantin Mitgutsch, Matthew Wise, 2011,
“Subversive Game Design for Recursive
Learning”.
http://www.digra.org/dl/db/11310.47305.pdf
 Owen Macindoe,Leslie Pack Kaelbling and
Tomas Lozano-Perez, 2012, “Assistant
Agents for Sequential Planning Problems”.
http://www.aaai.org/ocs/index.php/AIIDE/AII
DE12/paper/viewFile/5495/5774

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Rival assassins

  • 1. Rival Assassins Submitted by: Vibhor Mittal (10104659) Aviral Agarwal (10104672) Paresh Shrivastava (10104677) Project Supervisor: Mrs. Ankita Gupta DEPARTMENT OF COMPUTER SCIENCE ENGINEERING & INFORMATION TECHOLOGY JAYPEE INSTITUTE OF INFORMATION TECHNOLOGY, NOIDA
  • 2. Introduction • Rival Assassins is a combination of action adventure elements and 3D platforming with a third person perspective. • Platforming elements allow protagonist to jump, grab and move along ledges, climb and perform other acrobatic actions that allow players to make their way through the many challenges that protagonist will have to face.
  • 3. Some relevant current Problems • Most of the bad effects of video games are blamed on the violence they contain. Children who play more violent video games are more likely to have increased aggressive thoughts, feelings, and behaviors. • Too much video game playing makes your kid socially isolated. Also, he may spend less time in other activities such as doing homework, reading, sports, and interacting with the family and friends. • Games can confuse reality and fantasy.
  • 4. Problem Statement Designing an action-adventure and 3D Platforming video game, incorporating the physics system to govern environmental objects and the player character. The player guides the protagonist through dangerous environments and traps. The developer emphasize on avoiding detection by enemies rather than engaging them in direct combat, leading to a greater emphasis on exploration and puzzle solving than other types of action games.
  • 5. Proposed solution • When your child plays video games, it gives his brain a real workout. In many video games, the skills required to win involve abstract and high level thinking. These skills are not even taught at school.
  • 6. Novelty/Benefits • It is a game which tells you nothing on a literal or intellectual level, but which in instinctive, emotional terms makes you understand more than you will ever be able to verbally communicate to another human being. • It operates on the same level that vivid and uncomfortable dreams do; all shifting shapes, abstract moods, and primal visions which profoundly claw at your being before slipping away into the tangible nothingness of the world’s backdrop.
  • 7. Summary of Literature Survey Figure : Back End model
  • 8. Figure : Front End model
  • 9. Tools & Framework Used Unity 3D • Unity is a game development ecosystem: a powerful rendering engine fully integrated with a complete set of intuitive tools and rapid workflows to create interactive 3D and 2D content. • Easy multiplatform publishing. • Thousands of quality. • Ready-made assets in the Asset Store and a knowledge sharing community.
  • 10. 3D Max Modeling • 3ds Max provides a number of different modeling toolsets and workflows, each with its positive and negative sides. • These include Procedural Modeling (parametric objects and non-destructive modifiers), Editable Mesh and Editable Poly explicit modeling, Surface Tools Spline to Patch modeling and NURBS.
  • 12. Algorithms • Artificial Intelligence is used to simulate human-like intelligence, intelligent behaviors or subsets of intelligent behaviors primarily in non-player characters (NPCs). • The techniques used typically draw upon existing methods from the field of Artificial Intelligence. • However, the term game AI is often used to refer to a broad set of algorithms that also include techniques from control theory, robotics, computer graphics and computer science in general.
  • 13.
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  • 19. Limitations of the Solution • As we are trying to make this game available for the various platforms, we have to make this project on a free version of Unity 3D using free assets and paid add- ons. These add-ons and assets are bugged and not updated frequently. Hence the development process is slow and tedious. • We are also limited by the hardware of the system. A game is very resource intensive software hence we can’t put in huge amount of detailing without any performance degradation.
  • 20. Conclusion • The game's story and its ending have been open to much interpretation; the ending was purposely left vague and unanswered by developer. It was compared to other open-ended books, films and video games, where the viewer is left to interpret what they have read or seen. • Another interpretation suggested the game is the character's journey through Hell to reach Heaven, or to find closure for his sister's death. Another theory considers that either the character or his sister or both are dead.
  • 21. Reviews  “Dark and disturbing is something that is a running theme throughout Rival Assassin, it isn’t a nice game, it isn’t one that will leave a smile on your face but it is engrossing and it will have you suckered in from start to finish.” -Mayank Bhushan  “A triumph for independent game development, which manages to transcend all that came before it without having to re- write the genre.” -Ankit Agarwal
  • 22.  “It’s a brilliant take on classic conventions, and the way in which it’s presented only adds to its genius.” -Ashish Tyagi  “As one of the most unique puzzlers that I’ve played over the years, Rival Assassin’s chilling atmosphere is an example of an incredible gaming achievement.” -Bilal Shaukat Shaikh
  • 23.  “Stunningly beautiful and hauntingly atmospheric, Rival Assassin is a modern day masterpiece. The puzzles are balanced and intelligent, and the art direction is phenomenal. This is one of the classics you owe yourself to experience.” -Rajat Bhatia  “The simplistic yet gorgeous art direction, the scant yet absolutely effective sound cues, the limited yet engrossing storytelling and the unsettling atmosphere all come together to build a full experience, one that will not be forgotten for quite some time.” -Ayush Garg
  • 24. References  Arjen Beij, William van der Sterren, 2005, “Killzone’s AI – Dynamic procedural tactics”http://www.cgf- ai.com/docs/straatman_remco_killzone_ai. pdf .  John E. Laird and Michael van Lent, 2001, “Human-Level AI’s Killer Application Interactive Computer Games”http://citeseerx.ist.psu.edu/viewdo c/download?doi=10.1.1.85.2927&rep=rep1 &type pdf
  • 25.  Kevin Dill, Lockheed Martin, 2011, “A Game AI Approach to Autonomous Control of Virtual Characters”.http://www.iitsec.org/about /PublicationsProceedings/Documents/1 1136_Paper.pdf  Patrik O. Hoyer , 2004, “Non-negative Matrix Factorization with Sparseness Constraints”.http://www.cs.helsinki.fi/u/ phoyer/papers/pdf/NMFscweb.pdf
  • 26.  Konstantin Mitgutsch, Matthew Wise, 2011, “Subversive Game Design for Recursive Learning”. http://www.digra.org/dl/db/11310.47305.pdf  Owen Macindoe,Leslie Pack Kaelbling and Tomas Lozano-Perez, 2012, “Assistant Agents for Sequential Planning Problems”. http://www.aaai.org/ocs/index.php/AIIDE/AII DE12/paper/viewFile/5495/5774