attachment (1)

33
IN THE DISTANT FUTURE, WHERE HUMANS ARE GONE AND ONLY ROBOTS REMAIN, THE REDBOTS AND BLUEBOTS PREPARE TO DEFEND THE HONOR OF THEIR ROBO-OVERLORDS IN THE RUINS OF POST-APOCALYPTIC JAPAN. HOWEVER, DUE TO AN UNFORESEEN CODING ERROR, THESE ROBOTIC SOLDIERS HAVE CHOSEN TO ARM THEMSELVES WITH THE TRADITIONAL WEAPONRY OF THEIR CREATORS – KATANAS, BOWS, SPEARS, AND STAVES. WHO SHALL BRING GREAT HONOR UPON THEIR MASTER? WHICH NOBLE ROBO-WARRIORS SHALL TAKE UP THE SWORD AND BECOME…

Upload: wyattgray1

Post on 04-Dec-2014

458 views

Category:

Documents


1 download

DESCRIPTION

 

TRANSCRIPT

  • 1. IN THE DISTANT FUTURE, WHERE HUMANS ARE GONE ANDONLY ROBOTS REMAIN, THE REDBOTS AND BLUEBOTSPREPARE TO DEFEND THE HONOR OF THEIR ROBO -OVERLORDS IN THE RUINS OF POST -APOCALYPTIC JAPAN.HOWEVER, DUE TO AN UNFORESEEN CODING ERROR, THESEROBOTIC SOLDIERS HAVE CHOSEN TO ARM THEMSELVESWITH THE TRADITIONAL WEAPONRY OF THEIR CREATORS KATANAS, BOWS, SPEARS, AND STAVES.WHO SHALL BRING GREAT HONOR UPON THEIR MASTER?WHICH NOBLE ROBO-WARRIORS SHALL TAKE UP THESWORD AND BECOME

2. BUSHIDO BOTS Developed by Wyatt Gray,Shane Daley, and Jeffrey ThomasBushidobots.blogspot.com 3. THE PITCHMix the gameplay of sidescrolling beat-em-ups 4. THE PITCHwith the replayability and competitivenessOf a multiplayer game... 5. THE PITCHinfused with stylized art and an of f sense of humor. 6. HIGH CONCEPTThe player controls aJapanese robo-warriorin multiplayer futuristicSengoku-themed battles. 7. GAMEPLAY Played on a wired Xbox controller plugged into a PC Networked 12-player gameplay 8. ART STYLE AND THEMING Flash Style ArtDan Paladin Castle CrashersEd McMillen Super Meatboy The Binding of Isaac 9. THEMING Sengoku Period Japan (Samurais and Ninjas) 10. THE OBJECTIVE Red and Blue teams battlefor control of a fortress. Both teams start with 100points. Stand on a control point tostart claiming it for yourteam. 11. THE OBJECTIVE Defeating an enemy costs theenemys team one point. Each control point your teamowns also slowly drains theenemy teams score overtime. Win by reducing your enemysscore to zero! 12. COMBAT Earn gold by defeating otherplayers Spend it on weapons and armor Works like counterstrike: Buywhen you spawn, lose it when youdie Respawn when killed Three weapons, three armors(more planned). Each weapon and armor hasunique stats and a special ability. 13. WORK FLOW Uploaded into Finished assets Art assetsUnity Project exported ascreated in FlashFolder stored in.pngs SVNTextures areCreate web-playerTest and iterateimported into thebuildgame using ex2D 14. SHANES ROLE Art Character and Concept Art Animations and effects Design Gameplay 15. SHANE MADE THIS 16. SHANE MADE THIS TOO 17. WYATTS ROLE Design Art Stuf f Design Doc Environment Art Gameplay HUD Elements Menu Art Production Scheduling Sound Stuf f Blog Foley Communication Editing Cutting Features Sound Hunting Presentations 18. DOCUMENTATION Wrote Design Document Maintained Work Logs Planned Long-Term Schedule Planned Individualized Weekly Schedules 19. COMMUNICATION Created and maintaineddevelopment blog(bushidobots.blogspot.com) Planned Advisor Meetings Handled rescheduling,general planning Created presentations 20. ENVIRONMENT ART 21. MORE ENVIRONMENT ART 22. ENVIRONMENT OBJECTS 23. USER INTERFACE / HUD DESIGN 24. MENU ART 25. MORE MENU ART 26. SOUND DESIGN Menu theme Goo arrow, collides Goo arrow, ends Spear on chain, thrown Ninja smokebomb poof 27. GAME DEMO Add content / slides here Dont forget to add stuf f on slide 13 also, where it says ???(notes said to mention ex2D) 28. WHERE THE GAME IS (IN DEV) 3 Armors/Weapons selectable Matches are playable HUD fully functional Mechanics functional Menus functional Major networking hiccups resolved 29. WHAT WENT WELL Good communication Pipeline/workflows well -optimized Flash into Unity = Cool Art + Streamlined Networking ex2D program provides massive workflow shortcuts Modular animations Robust backend makes adding new armors/weapons easy Did not die 30. CHALLENGES WE FACED ex2D memory problems Challenges with scale of art assets from Flash to Unity Little documentation on working between Flash and Unity Little documentation on 2D in Unity Hand-drawn frames slows asset generation significantly Dif ficult to capture isometric perspective for environment art Small team + less time 31. WHAT WEVE LEARNED Iteration > Waterfall Investigate new tools for potential problems early Pace to prevent burnout/ illin Poor organization slows pipeline, fudges scheduling Constant full-team discussion a huge boon Animations should be made with shortcuts in mind 32. WHAT LIES AHEADSHANE Alternate heads New weapon/armor animations Animation iterationWYATT Environment props Gameplay iteration Sound / Bot VoicesJEFF Engine improvement Weapon/Armor abilities Network improvement Bug Fixing 33. BUSHIDO BOTS Developed by Wyatt Gray,Shane Daley, and Jeffrey ThomasBushidobots.blogspot.com