BW the game презентация

Содержание

Слайд 2

Agenda Outline Gameplay GUI Main Menu InGame HUD Campaign menu

Agenda

Outline
Gameplay
GUI
Main Menu
InGame HUD
Campaign menu
Properties
Building properties
Unit properties
Unit AI
Events
Game Engine
Facebook Integration
Singleplayer
Multiplayer
Graphics

Слайд 3

Outline Phase 1 development of a game for multiplatform deployment

Outline

Phase 1 development of a game for multiplatform deployment (phase one

only iOS but Xamarin or similar for later multiplatform roll out shall be used). The game is similar to a tower defence game, but has more complex pathfinding than a scripted TD. Datastructure via Plist should enable simple content adding later on. Multiplayer preparation but not development in this phase. Campaign play, facebook integration and in game store shall also be included. Upon signing of the NDA and winning the bid, a detailed game outline including menustructure, gameplay, gui, description will be share and discussed. Various milestones have already been prepared and will be finalized during a kickoff meeting. All meetings shall be done via skype screensharing. USA or European developer teams with proven track record preferred.
Слайд 4

Gameplay Tug-o-War „NEXUS WARS“ clone Player can only place buildings

Gameplay

Tug-o-War
„NEXUS WARS“ clone
Player can only place buildings and trigger events
Buildings will

either act as towers, barriers, or factories
Factories spawn units that will autopath to attack the other players base
Player spends ressources on buildings, buildings built give x amount to the income.
Income is given every 10 seconds
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GUI – Main Menu Single Player Campaign Single Player Quick Match Multiplayer Load Game Settings Store

GUI – Main Menu

Single Player Campaign

Single Player Quick Match

Multiplayer

Load Game

Settings

Store

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GUI – Main Menu Single Player Campaign Campaign 1 Campaign 2 Swipe Return

GUI – Main Menu

Single Player Campaign

Campaign 1

Campaign 2

Swipe

Return

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GUI – Main Menu Single Player Quick Match Return Map

GUI – Main Menu

Single Player Quick Match

Return

Map 1

Map 2

Swipe

Map 3

Easy

Normal

Hard

A.I. Setting

Start

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GUI – Main Menu Load Game Savegame 1 Savegame 2 Swipe Return Mapscreenshot Mapscreenshot

GUI – Main Menu

Load Game

Savegame 1

Savegame 2

Swipe

Return

Mapscreenshot

Mapscreenshot

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Volume GUI – Main Menu Settings Master Music FX

Volume

GUI – Main Menu

Settings

Master

Music

FX

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GUI – Main Menu Store Unlock Race 4 Unlock Race 5 Swipe Buy Nukes

GUI – Main Menu

Store

Unlock Race 4

Unlock Race 5

Swipe

Buy Nukes

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GUI – InGame HUD Vertical Horizontal 12464 12464 Building Building

GUI – InGame HUD

Vertical

Horizontal

12464

12464

Building

Building

Upgrades

Events

Upgrades

Events

Building 1

Building 2

Building 3

Swipe

Building list

dynamically
generated from selected Race
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GUI – InGame HUD 2D Top view of map (Map

GUI – InGame HUD

2D Top view of map (Map is approx

3k x 2k)
Map larger than resolution of device
Swiping will move camera around on map
Pinching will zoom
Build button should show list of buildings which can be dragged and dropped onto the map
Ressources should be displayed in numbers
Map needs to update in realtime as units run around and buildings are built
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GUI – Campaign Menu Player is given options on which

GUI – Campaign Menu

Player is given options on which scenario to

play next
Rewards should be outlined in a callout
Bascially all graphic design, programming only needs to visualize this menu, with various clickable options

Option 1

Option 2

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Building properties There are 3 types of buildings: Factories (spawn

Building properties

There are 3 types of buildings:
Factories (spawn units after a

set time interval)
Towers (shoot at enemy units in range (basically stationary units)
Barriers (just stuff of varying size that blocks the path)
Buildings can be selected in the building drop down and placed on the map
Factories will spawn a unit in a defined time interval
All buildings have a construction time, only after completed will the unit timer begin or the tower become active
Construction of a building will add income
See PLIST documentation for detailed properties
Слайд 15

Unit Properties Units are spawned by buildings or other special

Unit Properties

Units are spawned by buildings or other special triggered events
Units

are not controlled by the user
Units cannot overlap
Upon 0 health they die
All properties as well as animations and graphics are stored in the „Units Plist“
They have armor, which is a number that will be deducted from incomming damage
All their properties can be modified by the game through „effects“
Temporary effects can be applied to units by enemy units or friendly units or events
Continuous effects can be applied to units by „upgrading“ them
See PLIST documentation for detailed properties
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Pathing AI Units will need to find a path to

Pathing AI

Units will need to find a path to the Base

of the enemy player, once in range, they will attack
On the way, they will attack the first enemy unit or tower that comes into their range until that enemy is dead, or leaves the range
They cannot overlap, so if a slower unit is in the way, they need to pass
Standard path can be obstructed with enemy and own buildings, but shall never result in a lockup
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A.I. Build Order PList Build orders that simply list at

A.I. Build Order PList

Build orders that simply list at what game

timestamp which player 2 actions should be triggered are found in Build Order PList
Слайд 18

Events User shall have various events at his disposal Nuke:

Events

User shall have various events at his disposal
Nuke: 1 per game,

unless more are purchased in the store. It kills all enemy units in a large radius (about 800pixel). Animation of a droping rocket and then an explosion should be visualized
Mercenaries: Marines: Drop pods appear and place x amount of marines(or any unit) at the selected location, just like with spawned units, they will run towards the enemy base and attack anything on their way
Other events should be add-able later
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Game Engine Units Engine: Should be able to take the

Game Engine

Units Engine: Should be able to take the parameters from

the Units Plist and create different instances of units on the map. One Engine should be able to handle all types of units. Pathing should apply to this engine.
Building Engine: same as units, it should be able to create all types of buildings configured by the Plist for buildings. One engine for all buildings shall be created.
GUI & Map: even though initially only 1v1 is in scope. The game engine should be coded in a way that there are 2 teams, left versus right, buildings and units on the left fight against the ones on the right independent on how they are placed. In future, when multiplayer is added there may be any number of players on each team. The way that buildings and units are handled should remain the same. Meaining the source for user events should not be hardcoded
Слайд 20

Facebook integration Allow posting of achievements and purchases on facebook

Facebook integration

Allow posting of achievements and purchases on facebook
At certain events,

a screen should prompt the user if he wants to share the event on facebook
Слайд 21

Singleplayer The player can play through campaigns Placement and timing

Singleplayer

The player can play through campaigns
Placement and timing of buildings and

upgrades are pre-timed this shall be called AI:Build Order
Upon winning a game, the next level is unlocked
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Multiplayer (Not part of Phase 1) Peer-to-peer? Or server based?

Multiplayer (Not part of Phase 1)

Peer-to-peer? Or server based?
There shall be

an online random matchmaking
Both players will see the same map including all units and buildings
2v2, 3v3 and 4v4 should be possible. Building areas will be shared and units shall not attack teammates
Deliverable of phase1 is an interface documentation to the game engine
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Graphics All Animations (imageSets) shall be stored in the PLists

Graphics

All Animations (imageSets) shall be stored in the PLists
Buildings need an

animation for construction (not necessarily different for each building, construction scaffolding building up is fine)
Buildings then need a simple up and running animation, for towers, a rotatable head, for factories some kind of blinking or moving cranes Factory-towers should have both.
8 directions of units (example) Each direction needs:
Moving
Standing
Shooting
Additionally a death animation
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