In the distant future, robotic soldiers called Redbots and Bluebots will defend their robot overlords in post-apocalyptic Japan. Due to a coding error, the robots will arm themselves with traditional Japanese weapons like katanas, bows, and spears. It is unclear which noble robot warriors will take up arms and become Bushidobots.
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
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
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