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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Transcript of Bushido bots

Page 1: Bushido bots

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