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magined Worlds Mungo Initial ideas Our ideas firstly included a main character of a mongoose who was influenced by drink adventuring around a ship yard collecting different types of glass to create his own type of bottle for his liquor, coming across enemies such as snakes keeping it somewhat realistic. Our second Idea was to collect metal parts around the map to make a key to eventually open a chest and for him to collect a whiskey bottle however due to guidelines we had to change this idea. We then changed the idea to having different types of levels actually on a ship where at the end of the level you will collect a part of the ship which at the end he is able to make his own boat and able to get home. We also came up with a storyline behind the mongoose which includes this is based

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Page 1: connerburn2.files.wordpress.com  · Web viewAnimation. We will animate to 30 fps because this will give us a smooth enough animation but won't be too much work for the animator

magined Worlds

Mungo

Initial ideas

Our ideas firstly included a main character of a mongoose who was influenced by drink adventuring around a ship yard collecting different types of glass to create his own type of bottle for his liquor, coming across enemies such as snakes keeping it somewhat realistic.

Our second Idea was to collect metal parts around the map to make a key to eventually open a chest and for him to collect a whiskey bottle however due to guidelines we had to change this idea.

We then changed the idea to having different types of levels actually on a ship where at the end of the level you will collect a part of the ship which at the end he is able to make his own boat and able to get home.

We also came up with a storyline behind the mongoose which includes this is based in the time of WW2 and he is on a British war ship. He is going through level by level taking parts of this ship which leads to them having boat issues when they go to set away therefore, they are unable to save the people

Page 2: connerburn2.files.wordpress.com  · Web viewAnimation. We will animate to 30 fps because this will give us a smooth enough animation but won't be too much work for the animator

magined Worlds

23/09/2019

Team: Daniel Curtis, Adam Cowell, Conner burn, Jana Anderson

Overview

Me and my team are making a 3D game. It is an adventure game based on the theme metal and glass. Our game is a about a mongoose called Leo who has lost his way and need to find a way back home he must collect parts and build his own boat to set sail and be free and find a new adventure.

Software

We will use unity to build and block out our game , Maya will be used to build certain assets such as the main character and main things we can’t make in unity , photoshop will be used to add our style of art and making textures for our game such as cobble for the floor or rock , substance painter will be used for deep detail maybe.

Page 3: connerburn2.files.wordpress.com  · Web viewAnimation. We will animate to 30 fps because this will give us a smooth enough animation but won't be too much work for the animator

magined Worlds

Technical SpecificationOverview

The game that we are making is supposed to be an action adventure game. The objective of the game is to explore a world war 2 battleship and collect resources so that the main character can build his own boat. The main character for our game is a mongoose so because the character is so small the boat seems even bigger than usual. The mongoose’s name is Leo and the reason he is collecting parts from the battleship is to sail back home. The game is set in ww2 in France and is set just before Dunkirk

2D

We plan to use digital art for all of the in game 2d assets like the menu and the hud.

The software we plan on using is photoshop.

We will need a graphics tablet or one of the computers with the screen that you can use like a graphics tablet

We will make the aspect ratio 4 : 3 because that is one of the most common aspect ratios for monitors and the resolution we will make them in is 2048x1536 because that is a high resolution and will allow the assets look very high definition.

We will only be using 2d art for things like menus so there will be no need for animations or other considerations about in game art

To keep the style consistent between artists we will probably only have one artist work on the 2d art because there won’t be much work.

3D

For our 3d game we will be building it in unity so we will have to see what things look like rendered in unity and what works in unity.

For shaders we will use PBR because that is what works well with substance painter.

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magined Worlds

For modelling we will be using MAYA to model most things but in the case of some more complicated models we will probably make them in sculptris and then do retopology to keep the model low poly. We will be using substance painter although some technical tests will be required because some things in substance painter don’t work in unity. If substance painter doesn’t work or is unavailable, we will be able to texture the models using photoshop.

For our game we are trying to keep the game low poly although the character models that are animated might be slightly higher poly than the rest of the game because this will probably make it easier to rig the model when painting skin weights.

We will have to make sure the scale and rotation of the models we create is the same for everything so that it stays consistent when it is put into unity this will help when putting the game together

To keep the style consistent from artist to artist we have talked about the style of the game that we are going for and we are also going to create a style guide so that we can all keep consistent with that. We can also check the models before they go into unity to make sure they fit with the style.

We will light the world using lights in unity and using unity’s lighting.

The models will be exported as and fbx so that they can be used in unity and the textures will be exported as the image files from substance painter so that they can be used in unity.

Animation

We will animate to 30 fps because this will give us a smooth enough animation but won't be too much work for the animator.

To rig the models, we will make a skeleton for the model and the paint skin weights on so that.

Page 5: connerburn2.files.wordpress.com  · Web viewAnimation. We will animate to 30 fps because this will give us a smooth enough animation but won't be too much work for the animator

magined Worlds

We will not have to do facial animations because it can take a long time and our main character is an animal and with the game being low poly the characters won’t have detailed enough faces to need animation.

We will be building the game in unity so the animation will be made to be put into unity.

The software that will be used for the animations will be MAYA.

The Models that need to be animated will be higher poly than most of the other models to make rigging and animation easier.

Programming

We will be using Unity 2018.2.2f1 and we will be using c#.

The files will be Named using upper camel case so that it is easier to use this code with other code.

We are planning to back the files up by putting them on the Microsoft teams chat so that it is saved, and everyone has access to it in the event of somebody being off or unavailable.

We are not planning to have lots of code in our game because we only have one person working on code if there is more code needed more people can join in and help coding.

To make coding easier to share between multiple people we will add comments to show each other what each section of the code does exactly so it is easy to edit and add to.

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magined Worlds

Our worldOur world is based in ww2

During dunkirk is the event

Leo the mongoose was on British war ship

The British war ship needs to go save the soldiers, but Leo is on the ship stealing parts

Which makes the ship stay put and not help the soldiers this changes what happened in ww2 with our game we wanted to include metal and we knew we wanted to have a ship, so we came up with the idea of having ww2 theme then Dunkirk because of the big effect in ww2 that it had and actually its big part in using boats we thought it would tie perfectly together. The world for our imagined world is set in the past around the time of world war 2 and is just like our own world except it follows a mongoose who is very smart and lives in a shipyard and his dream is to have a boat of his own.

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magined Worlds

Page 8: connerburn2.files.wordpress.com  · Web viewAnimation. We will animate to 30 fps because this will give us a smooth enough animation but won't be too much work for the animator

magined Worlds

Assets Floor Stairs Doors Wall Ship Outside of ship Leo Snakes Shipyard Humans Windows Boxes Beds Chairs Tables Steering wheel Bottles Railings Materials To collect Ammo boxes Gun Helmets Sailors hat Maybe Captain hat Water Bullets Lights Torches Meter dial Engine Old telephones Radio Kitchen ware Cutlery Dishes Sink Cabinets Lockers Pad locks Desk Captains room Paintings Med kits

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magined Worlds

Med table Toilets Pipes Wires Signs Tools Toolbox Propeller Anchor Ladders Barrels

Job List Coding

Basic code

o Run o Jump o Dieo Respawn o Level changeso Collectiono Collection limits

Enemy code

o Enemy movemento Healtho Attacko Enemy detection

3D modelling

o Main level blocks(modular level pieces)o Main level decorationso Smaller details less used/ noticed model

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magined Worlds

Animation

Main character movement Snake enemy movement Human enemy movement Main character attack Snake Enemy attack Human enemy attack

Texturing

Character textures Main level texturing Larger assets Smaller assets

Going back adding more details

Game Design

Importing all assets Making levels Blocking levels out Adding 3d assets in place Level design

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magined Worlds

Page 12: connerburn2.files.wordpress.com  · Web viewAnimation. We will animate to 30 fps because this will give us a smooth enough animation but won't be too much work for the animator

magined Worlds

Page 13: connerburn2.files.wordpress.com  · Web viewAnimation. We will animate to 30 fps because this will give us a smooth enough animation but won't be too much work for the animator

magined Worlds

Page 14: connerburn2.files.wordpress.com  · Web viewAnimation. We will animate to 30 fps because this will give us a smooth enough animation but won't be too much work for the animator

magined Worlds

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magined Worlds

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magined Worlds

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magined Worlds

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magined Worlds

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magined Worlds

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magined Worlds

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magined Worlds

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magined Worlds

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magined Worlds