BW the game презентация

Содержание

Слайд 2

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 (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 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

Слайд 5

GUI – Main Menu

Single Player Campaign

Single Player Quick Match

Multiplayer

Load Game

Settings

Store

Слайд 6

GUI – Main Menu

Single Player Campaign

Campaign 1

Campaign 2

Swipe

Return

Слайд 7

GUI – Main Menu

Single Player Quick Match

Return

Map 1

Map 2

Swipe

Map 3

Easy

Normal

Hard

A.I. Setting

Start

Слайд 8

GUI – Main Menu

Load Game

Savegame 1

Savegame 2

Swipe

Return

Mapscreenshot

Mapscreenshot

Слайд 9

Volume

GUI – Main Menu

Settings

Master

Music

FX

Слайд 10

GUI – Main Menu

Store

Unlock Race 4

Unlock Race 5

Swipe

Buy Nukes

Слайд 11

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

Слайд 12

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

Слайд 13

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

Слайд 14

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 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

Слайд 16

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

Слайд 17

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: 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

Слайд 19

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
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 of buildings and upgrades are

pre-timed this shall be called AI:Build Order
Upon winning a game, the next level is unlocked

Слайд 22

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

Слайд 23

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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