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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…
BUSHIDO BOTS
   Developed by Wyatt Gray,
Shane Daley, and Jeffrey Thomas



  Bushidobots.blogspot.com
THE PITCH

Mix the gameplay of sidescrolling beat-em-ups…
THE PITCH

…with the replayability and competitiveness
Of a multiplayer game...
THE PITCH

…infused with stylized art and an of f sense of humor.
HIGH CONCEPT

The player controls a
Japanese robo-warrior…




                          …in multiplayer futuristic
                          Sengoku-themed battles.
GAMEPLAY

 Played on a wired Xbox controller plugged into a PC




 Networked 12-player gameplay
ART STYLE AND THEMING

 Flash Style Art

Dan Paladin
 Castle Crashers




Ed McMillen
 Super Meatboy
 The Binding of Isaac
THEMING

 Sengoku Period Japan (Samurais and Ninjas)
THE OBJECTIVE



 Red and Blue teams battle
  for control of a fortress.

 Both teams start with 100
  points.

 Stand on a control point to
  start claiming it for your
  team.
THE OBJECTIVE

 Defeating an enemy costs the
  enemy’s team one point.

 Each control point your team
  owns also slowly drains the
  enemy team’s score over
  time.

 Win by reducing your enemy’s
  score to zero!
COMBAT

 Earn gold by defeating other
  players

 Spend it on weapons and armor

 Works like counterstrike: “Buy
  when you spawn, lose it when you
  die”

 Respawn when killed

 Three weapons, three armors
  (more planned).

 Each weapon and armor has
  unique stats and a special ability.
WORK FLOW



                                         Uploaded into
                     Finished assets
   Art assets                            Unity Project
                       exported as
created in Flash                        Folder stored in
                          .png’s
                                             SVN




                                          Textures are
                    Create web-player
Test and iterate                        imported into the
                          build
                                        game using ex2D
SHANE’S ROLE




 Art
   Character and Concept Art
   Animations and effects



 Design
   Gameplay
SHANE MADE THIS
SHANE MADE THIS TOO
WYATT’S ROLE


 Design                        Art Stuf f
   Design Doc                    Environment Art
   Gameplay                      HUD Elements
                                  Menu Art



 Production
     Scheduling                Sound Stuf f
     Blog                        Foley
     Communication               Editing
     Cutting Features            Sound Hunting
     Presentations
DOCUMENTATION

   Wrote Design Document
   Maintained Work Logs
   Planned Long-Term Schedule
   Planned Individualized Weekly Schedules
COMMUNICATION


 Created and maintained
  development blog
  (bushidobots.blogspot.com)

 Planned Advisor Meetings

 Handled rescheduling,
  general planning

 Created presentations
ENVIRONMENT ART
MORE ENVIRONMENT ART
ENVIRONMENT OBJECTS
USER INTERFACE / HUD DESIGN
MENU ART
MORE MENU ART
SOUND DESIGN

 Menu theme



 Goo arrow, collides

 Goo arrow, ends



 Spear on chain, thrown

 Ninja smokebomb poof
GAME DEMO

 Add content / slides here
 Don’t forget to add stuf f on slide 13 also, where it says ???
  (notes said to mention ex2D)
WHERE THE GAME IS (IN DEV)

 3 Armors/Weapons selectable

 Matches are playable

 HUD fully functional

 Mechanics functional

 Menus functional

 Major networking hiccups resolved
WHAT WENT WELL

 Good communication

 Pipeline/workflows well -optimized

 Flash into Unity = Cool Art + Streamlined Networking

 ex2D program provides massive workflow shortcuts

 Modular animations

 Robust backend makes adding new armors/weapons easy

 Did not die
CHALLENGES WE FACED

 ex2D memory problems

 Challenges with scale of art assets from Flash to Unity

 Little documentation on working between Flash and Unity

 Little documentation on 2D in Unity

 Hand-drawn frames slows asset generation significantly

 Dif ficult to capture isometric perspective for environment art

 Small team + less time
WHAT WE’VE LEARNED

 Iteration > Waterfall

 Investigate new tools for potential problems early

 Pace to prevent burnout/ illin’

 Poor organization slows pipeline, fudges scheduling

 Constant full-team discussion a huge boon

 Animations should be made with shortcuts in mind
WHAT LIES AHEAD

SHANE
 Alternate heads
 New weapon/armor animations
 Animation iteration

WYATT
 Environment props
 Gameplay iteration
 Sound / Bot Voices

JEFF
 Engine improvement
 Weapon/Armor abilities
 Network improvement
 Bug Fixing
BUSHIDO BOTS
   Developed by Wyatt Gray,
Shane Daley, and Jeffrey Thomas



  Bushidobots.blogspot.com

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Attachment (1)

  • 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 SWORD AND BECOME…
  • 2. BUSHIDO BOTS Developed by Wyatt Gray, Shane Daley, and Jeffrey Thomas Bushidobots.blogspot.com
  • 3. THE PITCH Mix the gameplay of sidescrolling beat-em-ups…
  • 4. THE PITCH …with the replayability and competitiveness Of a multiplayer game...
  • 5. THE PITCH …infused with stylized art and an of f sense of humor.
  • 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
  • 8. ART STYLE AND THEMING  Flash Style Art Dan Paladin  Castle Crashers Ed McMillen  Super Meatboy  The Binding of Isaac
  • 9. THEMING  Sengoku Period Japan (Samurais and Ninjas)
  • 10. THE OBJECTIVE  Red and Blue teams battle for control of a fortress.  Both teams start with 100 points.  Stand on a control point to start claiming it for your team.
  • 11. THE OBJECTIVE  Defeating an enemy costs the enemy’s team one point.  Each control point your team owns also slowly drains the enemy team’s score over time.  Win by reducing your enemy’s score to zero!
  • 12. COMBAT  Earn gold by defeating other players  Spend it on weapons and armor  Works like counterstrike: “Buy when you spawn, lose it when you die”  Respawn when killed  Three weapons, three armors (more planned).  Each weapon and armor has unique stats and a special ability.
  • 13. WORK FLOW Uploaded into Finished assets Art assets Unity Project exported as created in Flash Folder stored in .png’s SVN Textures are Create web-player Test and iterate imported into the build game using ex2D
  • 14. SHANE’S ROLE  Art  Character and Concept Art  Animations and effects  Design  Gameplay
  • 17. WYATT’S ROLE  Design  Art Stuf f  Design Doc  Environment Art  Gameplay  HUD Elements  Menu Art  Production  Scheduling  Sound Stuf f  Blog  Foley  Communication  Editing  Cutting Features  Sound Hunting  Presentations
  • 18. DOCUMENTATION  Wrote Design Document  Maintained Work Logs  Planned Long-Term Schedule  Planned Individualized Weekly Schedules
  • 19. COMMUNICATION  Created and maintained development blog (bushidobots.blogspot.com)  Planned Advisor Meetings  Handled rescheduling, general planning  Created presentations
  • 23. USER INTERFACE / HUD DESIGN
  • 26. SOUND DESIGN  Menu theme  Goo arrow, collides  Goo arrow, ends  Spear on chain, thrown  Ninja smokebomb poof
  • 27. GAME DEMO  Add content / slides here  Don’t forget to add stuf f on slide 13 also, where it says ??? (notes said to mention ex2D)
  • 28. WHERE THE GAME IS (IN DEV)  3 Armors/Weapons selectable  Matches are playable  HUD fully functional  Mechanics functional  Menus functional  Major networking hiccups resolved
  • 29. WHAT WENT WELL  Good communication  Pipeline/workflows well -optimized  Flash into Unity = Cool Art + Streamlined Networking  ex2D program provides massive workflow shortcuts  Modular animations  Robust backend makes adding new armors/weapons easy  Did not die
  • 30. CHALLENGES WE FACED  ex2D memory problems  Challenges with scale of art assets from Flash to Unity  Little documentation on working between Flash and Unity  Little documentation on 2D in Unity  Hand-drawn frames slows asset generation significantly  Dif ficult to capture isometric perspective for environment art  Small team + less time
  • 31. WHAT WE’VE LEARNED  Iteration > Waterfall  Investigate new tools for potential problems early  Pace to prevent burnout/ illin’  Poor organization slows pipeline, fudges scheduling  Constant full-team discussion a huge boon  Animations should be made with shortcuts in mind
  • 32. WHAT LIES AHEAD SHANE  Alternate heads  New weapon/armor animations  Animation iteration WYATT  Environment props  Gameplay iteration  Sound / Bot Voices JEFF  Engine improvement  Weapon/Armor abilities  Network improvement  Bug Fixing
  • 33. BUSHIDO BOTS Developed by Wyatt Gray, Shane Daley, and Jeffrey Thomas Bushidobots.blogspot.com

Editor's Notes

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