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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
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




 Perhaps Xbox Live Arcade
down the road
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 your banner to the
  top to capture a territory
THE OBJECTIVE


Each 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 spawn, lose it when
  you die”

 Respawn when killed

 Five weapons, five armors

 Each weapon and armor has unique stats/ability
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
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
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
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
   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 
ENVIRONMENT ART
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
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)

 Animations ready to be applied in -game

 Loadout menu ready to be applied in -game

 Multiplayer servers
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
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
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
BUSHIDO BOTS


   Developed by Wyatt Gray,
Shane Daley, and Jeffrey Thomas

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Bushido bots

  • 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
  • 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  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
  • 10. THE OBJECTIVE Each raised banner earns your team points. First team to 100 points wins!
  • 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 
  • 21.
  • 22.
  • 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

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