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IN THE DISTANT FUTURE, WHERE HUMANS ARE GONE AND ONLYROBOTS REMAIN, THE REDBOTS AND BLUEBOTS PREPARE TODEFEND THE HONOR OF...
BUSHIDO BOTS   Developed by Wyatt Gray,Shane Daley, and Jeffrey Thomas
THE PITCHMix the gameplay of sidescrolling beat-em-ups…
THE PITCH…with the replayability and competitivenessOf a multiplayer game...
THE PITCH…infused with stylized art and an of f sense of humor.
HIGH CONCEPTThe player controls aJapanese robo-warrior…                           …in multiplayer futuristic              ...
GAMEPLAY Played on a wired Xbox controller plugged into a PC Networked 12-player gameplay Perhaps Xbox Live Arcadedown ...
ART ST YLE AND THEMING Flash Style Sengoku Period (Samurais and Ninjas)
THE OBJECTIVE Red and Blue teams battle  for control of the level Stand near a flagpole to  raise your banner Raise you...
THE OBJECTIVEEach raised banner earns your team points.      First team to 100 points wins!
COMBAT Earn gold by defeating other players, and spend it on weapons  and armor Works like counterstrike: “Buy when you ...
WORK FLOW Art Assets created in flash Converted to symbols Exported as PNG Sequences Uploaded into Unity Folder stored...
SHANE TALKS ABOUT WHAT HE’S DONE Lead Designer   Suggest Features   Postulate Artist     Character and Weapon Concept...
SHANE TALKS ABOUT WHAT HE’S               LEARNED Don’t adhere to concept art too strictly Don’t get too attached to fea...
CONCEPT ART
GAME ART- STATICS
GAME ART-ANIMATIONS
GAME ART- ANIMATIONS
WYATT TALKS ABOUT WHAT HE’S DONE Design Stuf f            Art Stuf f   Design Document          Environment Art   Gam...
ENVIRONMENT ART
WYATT TALKS ABOUT WHAT HE’S                   LEARNED Design   Keep it simple, build on it later Production   Workflow...
JT TALKS ABOUT WHAT HE’S DONE Clean, low -jitter, low -lag server Basic combat mechanics
JT TALKS ABOUT WHAT HE’S LEARNED Authoritative server design Client-side prediction and interpolation
WHERE THE GAME IS (IN DEV) Attacking, death, respawning Picking up gold HUD Elements (Hit Points, Gold Counter) Animat...
WHAT WENT WELL Good communication Scheduling clear and concise Pipeline/workflows well -optimized Flash into Unity = C...
CHALLENGES WE FACED Figuring out workflow took a long time Challenges with scale of art assets from Flash to Unity Litt...
WHAT LIES AHEADSHANE Attack animation for other weapons Animations for abilities Armor ArtWYATT Environment Art Weapo...
BUSHIDO BOTS   Developed by Wyatt Gray,Shane Daley, and Jeffrey Thomas
Bushido bots
Bushido bots
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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
  • Transcript of "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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