1. 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
2. BUSHIDO BOTS
Developed by Wyatt Gray,
Shane Daley, and Jeffrey Thomas
6. HIGH CONCEPT
The player controls a
Japanese robo-warrior…
…in multiplayer futuristic
Sengoku-themed battles.
7. GAMEPLAY
Played on a wired Xbox controller plugged into a PC
Networked 12-player gameplay
Perhaps Xbox Live Arcade
down the road
8. ART ST YLE AND THEMING
Flash Style
Sengoku Period (Samurais and Ninjas)
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
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. 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. 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. 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
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
23. 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
24. JT TALKS ABOUT WHAT HE’S DONE
Clean, low -jitter, low -lag server
Basic combat mechanics
25. JT TALKS ABOUT WHAT HE’S LEARNED
Authoritative server design
Client-side prediction and interpolation
26. 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
27. 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
28. 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
29. WHAT LIES AHEAD
SHANE
Attack animation for other weapons
Animations for abilities
Armor Art
WYATT
Environment Art
Weapon/Armor ability visual ef fects
Menu Art
JT
Win/Loss Conditions
Multiple weapons and armor
Networking Housekeeping
30. BUSHIDO BOTS
Developed by Wyatt Gray,
Shane Daley, and Jeffrey Thomas
Editor's Notes
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