Bushido bots

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No notes for slide
  • Recording or animation, don’t just read the slide
  • Fog machine, laser machine, URL for dev blog
  • Use title font for title of slides
  • List artists and their games
  • Flowchart, Jeff how code? Ex 2D
  • Fix titles, no art slides without art! Always pictures
  • Gifs not spritesheets
  • Needs more sizzle. Show worklogs, schedule, blog (include URL) etc. Play sounds
  • What WE’VE learned (one slide/section after the stuff that we’ve done) 6 big things
  • Videos/gifs of the code doing something
  • Bushido bots

    1. 1. IN THE DISTANT FUTURE, WHERE HUMANS ARE GONE AND ONLYROBOTS REMAIN, THE REDBOTS AND BLUEBOTS PREPARE TODEFEND THE HONOR OF THEIR ROBO -OVERLORDS IN THE RUINS OFPOST-APOCALYPTIC JAPAN.HOWEVER, DUE TO AN UNFORESEEN CODING ERROR, THESE ROBOTICSOLDIERS HAVE CHOSEN TO ARM THEMSELVES WITH THETRADITIONAL WEAPONRY OF THEIR CREATORS – KATANAS, BOWS,SPEARS, AND STAVES.WHO SHALL BRING GREAT HONOR UPON THEIR MASTER? WHICHNOBLE ROBO -WARRIORS SHALL TAKE UP THE SWORD ANDBECOME…
    2. 2. BUSHIDO BOTS Developed by Wyatt Gray,Shane Daley, and Jeffrey Thomas
    3. 3. THE PITCHMix the gameplay of sidescrolling beat-em-ups…
    4. 4. THE PITCH…with the replayability and competitivenessOf a multiplayer game...
    5. 5. THE PITCH…infused with stylized art and an of f sense of humor.
    6. 6. HIGH CONCEPTThe player controls aJapanese robo-warrior… …in multiplayer futuristic Sengoku-themed battles.
    7. 7. GAMEPLAY Played on a wired Xbox controller plugged into a PC Networked 12-player gameplay Perhaps Xbox Live Arcadedown the road
    8. 8. ART ST YLE AND THEMING Flash Style Sengoku Period (Samurais and Ninjas)
    9. 9. THE OBJECTIVE 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
    10. 10. THE OBJECTIVEEach raised banner earns your team points. First team to 100 points wins!
    11. 11. COMBAT 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
    12. 12. WORK FLOW Art Assets created in flash Converted to symbols Exported as PNG Sequences Uploaded into Unity Folder stored inside SVN JT works his code voodoo Stuf f appears in-game
    13. 13. SHANE TALKS ABOUT WHAT HE’S DONE Lead Designer  Suggest Features  Postulate Artist  Character and Weapon Concept Art  Animation Concepts  In-game Character Art  In-game Character Animations
    14. 14. SHANE TALKS ABOUT WHAT HE’S LEARNED 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
    15. 15. CONCEPT ART
    16. 16. GAME ART- STATICS
    17. 17. GAME ART-ANIMATIONS
    18. 18. GAME ART- ANIMATIONS
    19. 19. WYATT TALKS ABOUT WHAT HE’S DONE Design Stuf f  Art Stuf f  Design Document  Environment Art  Gameplay  HUD Elements Producer Stuf f  Menu Art  Feature Schedule  Sound Design  Work Logs  Foley  Agendas  Editing  Blog  Sound Hunting  Workflow Planning  Communication  Cutting Features  Presentations 
    20. 20. ENVIRONMENT ART
    21. 21. WYATT TALKS ABOUT WHAT HE’S LEARNED 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
    22. 22. JT TALKS ABOUT WHAT HE’S DONE Clean, low -jitter, low -lag server Basic combat mechanics
    23. 23. JT TALKS ABOUT WHAT HE’S LEARNED Authoritative server design Client-side prediction and interpolation
    24. 24. WHERE THE GAME IS (IN DEV) 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
    25. 25. WHAT WENT WELL Good communication Scheduling clear and concise Pipeline/workflows well -optimized Flash into Unity = Cool Art + Streamlined Networking ex2D program provides massive workflow shortcuts
    26. 26. CHALLENGES WE FACED 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 of f with vastly superior network play
    27. 27. WHAT LIES AHEADSHANE Attack animation for other weapons Animations for abilities Armor ArtWYATT Environment Art Weapon/Armor ability visual ef fects Menu ArtJT Win/Loss Conditions Multiple weapons and armor Networking Housekeeping
    28. 28. BUSHIDO BOTS Developed by Wyatt Gray,Shane Daley, and Jeffrey Thomas

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