- Concept Art
- User Interface and User Experience
- User Interface
- Revamped Game Design Document
- Audio File Spreadsheet
- Creating Basic Object
- Support the Terrain
- Questions for GDD
- Mini Gun Noise
- Network Functionality Part 2
- Generate Random Terrian
- Network UDP and TCP
- Add Miscellaneous Screens
- Create Console Screen
- Defining The Interface
- Add LogonSync and PasswordResetSync to Build
- Level Design Concept
- Event Handling
- Reformatting and Simplifying and Defining GDD
- Reformatting and Simplifying Add on
- Game Application Sync Asset
- Merge Game Application
- Understanding Sprites Texturing
- Create Tank Tracks
- Separate Core Game Function
- The Last Stand Chapter 2
- Commentary To The Story
Concept Art
Working on sample of created games screen shots and concept art for The Last Stand.
- League of Legends Concept 1 > 2
- Dynamic Mapping Concept 2 > 1
- Mech Image 3 > 1
- Commander BF2 3 > 2
- HUD Mech 1 > 1
- Mech Classes 2 > 1~7
- Rogue Units Scavengar 1
- Tree Structure Skill Tree
- Glowing of Buff for the Unit
- Particle Effects of Ordnance
- Gear Screen Icons
- Equipment Screen Icons
- Structure in game models
- Screen Shot 1~4
- Screen shots of Dynamic map Level Design 1~6
- Interface 1~25
- Ecommerce 1~11 store screen shot
- Story Layout
User Interface and User Experience
We need to run though the UI/UX from beginning to end and check screen are working. Also the naming of them using the word "Sync" seems outdated now and anew naming convention would be found. This was used for Paradox game engine because of their base classes which does not exist in Unity.
We also need to be able to set the default scene so it shows the logo and run the game from start to finished when needed for testing.
Also add a mouse click to the mouse clicking buttons.
User Interface
With the change in the automation system, the 'Texture' folder in the Assets is now empty. All the background textures are in 'isGrabable/Texture'. With this change to the file structure, we need to reset the background images in the gui scenes.
Also the login scene needs an update. We added a login server code to the login scene that allows us to check against a database for user and password. The login server is not live and so we cannot log in and need a button to skip from the login scene to the console for testing purposes.
Revamped Game Design Document
Review the game design documents and modify as needed. I see on it that a few areas need to be broken down for clarity.
Audio File Spreadsheet
Create a spreadsheet that shows the following data:
- File Name
- File type (they all should be wav)
- Bits (should be 16 but I think I remember Sean said he had some at 24)
- Sample rate
- Length (in 00m:00sec:00msec)
- Type (Music, SFX, UI, and Narrative
- Channels (Mono(1) or Stereo(2))
The overall goal of this is to have a quick and easy reference of all audio assets.
Example:
| File Name | Sample Rate/ Bit Depth | File Size in KB | File Type | Channels | Duration in seconds |
Type |
| Chicken Cluck 01 | 96Khz / 24 Bits | 186 | .wav | 2 | 0.235 | SFX |
Creating Basic Object
Lets create the following assets to test with.
- A Static Cube
- A Animated To Part w/Bone Model
Support the Terrain
Monitor the terrain generation programming agenda and assist with basic concept models for the game as needed by the programmers.
Questions for GDD
Please discuss these in the kanban with the team after this agenda starts and then make any modification to the GDD as needed to make sure these question are answered.
What area support or help do you need with the producer or any other role?
We are going to need the Game Designers to better define the game map in relationship to game play.
Questions:
Is the game field meant to be falter like in an rts or raised like in a shooter?
How big is the map meant to be?
How does that size compare to the different type of mechs, structures, and equipment?
What role do structures and equipment play in relationship to the map?
Are there rules on how close a relic and/or super mech part can spawn in relationship to team bases and to each other?
Are there rules about how and where team bases can spawn?
How much teams are there meant to be per game? And How does that affect map size?
Fog of war? Yah/Nah? If yah, what are the rules for the fog?
Then just general questions/comments for the Game Designers:
The win conditions for the game modes are really unclear.
How big or small can a team be?
How do upgrades purchased though the store affect game play per mode?
How do help ensure enjoyable game play if one time is all souped up on items from the store?
For the Death match mode:
How does a player get tickets?
For the Relic/Artefact [sic] and Super Mech modes:
Can you better define points and the reason for points?
Network Functionality Part 2
Complete the following:
- Fix login page to look at server and server to check database for the user pull back "IsAuth" bool
- Check for multiple clients on different sockets with automation of socket listing that does not time out
Generate Random Terrian
By using the Visual Studio 2015, Game Engine API, and the Game Engine GUI figure out how to create terrain and than generate terrain dynamically. Any discussion to this agenda should be handled on the kanban discussion forum.
Network UDP and TCP
We need a package that allows us too us TCP and UDP for transmitting and receiving byte data.
Possible API's
- PowerWebSockets
- RemObjects
- NetworkComms.net
- Socket Plugin 1.2.2 by Ryan Davis
Add Miscellaneous Screens
- Add OptionsSync, LeaderBoardSync, StorySync, and PilotSkillSync classes to the Application.Design ScriptSync folder.
For the OptionSync Class
- Creates a scene asset named "OptionsScene"
- Display a Store button
- Display a Console button
- Verify Screen will run
For the LeaderBoardSync Class
- Create a scene asset named "LeaderBoardScene"
- Display a Console button
- Verify Screen will run
For the Story Class
- Create a scene asset named "StoryScene"
- Display a Console button
- Verify Screen will run
For the Pilot Skill
- Create a scene asset named "PilotSkillScene"
- Display a Console button
- Verify Screen will run
Create Console Screen
- Add a ConsoleSync class to the Application.Design ScriptSync folder
- Create a scene asset named "ConsoleScene"
- Display the following buttons:
- Store
- Options
- Leader Board
- Hosting
- Queued
- Pilot Skill
- Bay
- Log out
- Verify Console Screen will run
Defining The Interface
Please define the following interface of the GDD more.
- 5.1 does there need to be security questions or some type of second level authentication? does a conformation email need to be send?
- 6.1.1, 7.1.1, 15.1.1, 20.1.1, 23.1.1, 24.1.1, and 25.1.1 are descriptions and are not functional requirements. Functional requirement describe what things it must or should do.
- 8.1.1 and 9.1.1 in what way? Grid, list, etc? Should things be grouped a specific way?
- 10.1 do other things also need to be displayed? Like balance? Are previously purchased gear still displayed or removed gear options?
- 10.1 what type of payments option must be accepted?
- 11.1.1 may be out of scope. Are you sure that recent purchases should not be it's own screen?
- 11.1 should a confirmation email, text, etc be sent?
- 13.1 how are players/teams ranked? What makes a team? How are teams formed?
- 14.1.1 What options?
- 18.1.1 what options should the menu have?
- 18.1.3 and 19.1.1 What types of stats should be shown? How should these stats function?
Add LogonSync and PasswordResetSync to Build
- Add LogonSync to Build
- Add PasswordRestSync to Build
Level Design Concept
Based off the story and keeping the limitation of the GDD in mind right now create a level design top down view
Reformatting and Simplifying and Defining GDD
The game design document needs more details for the current layout without adding any more complexity to it.
Reformatting and Simplifying Add on
The game design document add on needs more details for the current layout without adding any more complexity to it.
Please take the format of the GDD and make the GDD Add On document match it.
Their are things in the GDD that are in the addon and their are things in the GDD Add On that are not in the GDD we want to merge these together.
Game Application Sync Asset
We also need to import the background image to the splash screen and move the current splash screen to only the login screen
We need to upload the mouse click and music to the Game.Application for use.
If possible time permitting figure out how to call these sounds using action driven system
Merge Game Application
We need to take the current project I have and merge it with the project Nick made last sprint.
Understanding Sprites Texturing
I would like us to get some basic testing samples for the programmer.
Create a sprite with different texture 4x4x4 separated into different 2d squares
Create Tank Tracks
We would like to have a tank track noise of it sound as if it is moving stopping etc to indicate it is scouting
Separate Core Game Function
Separate core game function in the Game Design Document (GDD). The game should focus on the Commander and Mech Combat anything else should be separated out.
Game Design Document
Game Design Document Add On
Commentary To The Story
We need an audio version of the teaser / description of the game "The Last Stand" and an audio version of each chapter to the story line.
