Bushido bots
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Transcript of Bushido bots
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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…
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Developed by Wyatt Gray,Shane Daley, and Jeff rey Thomas
BUSHIDO BOTS
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Mix the gameplay of sidescrolling beat-em-ups…
THE PITCH
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…with the replayability and competitivenessOf a multiplayer game...
THE PITCH
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…infused with stylized art and an off sense of humor.
THE PITCH
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The player controls aJapanese robo-warrior…
…in multiplayer futuristicSengoku-themed battles.
HIGH CONCEPT
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Played on a wired Xbox controller plugged into a PC
Networked 12-player gameplay
Perhaps Xbox Live Arcade down the road
GAMEPLAY
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Flash Style
Sengoku Period (Samurais and Ninjas)
ART STYLE AND THEMING
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Red and Blue teams battle for control of the level
Stand near a flagpole to raise your banner
Raise your banner to the top to capture a territory
THE OBJECTIVE
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Each raised banner earns your team points.
First team to 100 points wins!
THE OBJECTIVE
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Earn gold by defeating other players, and spend it on weapons and armor
Works like counterstrike: “Buy when you spawn, lose it when you die”
Respawn when killed
Five weapons, five armors
Each weapon and armor has unique stats/ability
COMBAT
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Art Assets created in flash
Converted to symbols
Exported as PNG Sequences
Uploaded into Unity Folder stored inside SVN
JT works his code voodoo
Stuff appears in-game
WORK FLOW
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Lead Designer Suggest Features Postulate
Artist Character and Weapon Concept Art Animation Concepts In-game Character Art In-game Character Animations
SHANE TALKS ABOUT WHAT HE’S DONE
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Don’t adhere to concept art too strictly
Don’t get too attached to features or art
Make everything in Flash a Movie Clip
Don’t spend too much time on any one thing
SHANE TALKS ABOUT WHAT HE’S LEARNED
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CONCEPT ART
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GAME ART- STATICS
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GAME ART-ANIMATIONS
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GAME ART- ANIMATIONS
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Design Stuff Design Document Gameplay
Producer Stuff Feature Schedule Work Logs Agendas Blog Workflow Planning Communication Cutting Features Presentations
WYATT TALKS ABOUT WHAT HE’S DONE
Art Stuff Environment Art HUD Elements Menu Art
Sound Design Foley Editing Sound Hunting
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ENVIRONMENT ART
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Design Keep it simple, build on it later
Production Workflow planning super important Facilitating open discussion incredibly useful
Art Everything takes longer than I expect Create concepts first Use references for everything Get the job done, leave details for later
WYATT TALKS ABOUT WHAT HE’S LEARNED
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Clean, low-jitter, low-lag server
Basic combat mechanics
JT TALKS ABOUT WHAT HE’S DONE
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Authoritative server design
Client-side prediction and interpolation
JT TALKS ABOUT WHAT HE’S LEARNED
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Attacking, death, respawning
Picking up gold
HUD Elements (Hit Points, Gold Counter)
Animations ready to be applied in-game
Loadout menu ready to be applied in-game
Multiplayer servers
WHERE THE GAME IS (IN DEV)
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Good communication
Scheduling clear and concise
Pipeline/workflows well-optimized
Flash into Unity = Cool Art + Streamlined Networking
ex2D program provides massive workflow shortcuts
WHAT WENT WELL
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Figuring out workflow took a long time
Challenges with scale of art assets from Flash to Unity
Little documentation on working between Flash and Unity
Little documentation on 2D in Unity
Essentially, Flash -> Unity is our biggest challenge, but will hopefully pay off with vastly superior network play
CHALLENGES WE FACED
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SHANEAttack animation for other weaponsAnimations for abilitiesArmor Art
WYATTEnvironment ArtWeapon/Armor ability visual eff ectsMenu Art
JTWin/Loss ConditionsMultiple weapons and armorNetworking Housekeeping
WHAT LIES AHEAD
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Developed by Wyatt Gray,Shane Daley, and Jeff rey Thomas
BUSHIDO BOTS