Agendas

  • Create the Universal Soldier
  • Player Camera
  • Server Code
  • User Input
  • Projectiles Bullet etc
  • NPC Creation Minus Programming
  • Structure Building for RTS mode
  • Artificial Intelligence
  • Storyboard Joining the Military
  • Graphical User Interface GUI
  • Thou Curator Financial Information
  • Navmesh Amphibious Layer
  • Navmesh Submersible Layer
  • Abrams Tank UV Unwrap
  • Infantry Walk Cycle
  • xml functionality
  • Storyboard Visuals
  • resource system
  • test out different ways to handle selection indicator
  • Kangee Introduction Storyboard
  • Kangee Introduction Script
  • Consolidate lists of active members
  • Social Media Background Tunes
  • Add palettes to GAD
  • Infantry RPG Voxel Re design
  • USS Firebolt Voxel Re design
  • A10 Thunderbolt II Voxel Re design
  • Desert Patrol Vehicle Voxel Redesign
  • JCB HMEE Unit Model Voxel Redesign
  • Figure out how to glue together navMesh areas
  • GUI part for unit creation
  • Selection circle redesign or remake
  • Transparent Water Texture
  • Incorporating Social Media
  • Command Center in Voxel
  • Review for Storyboard
  • Short video
  • Fix the Building Codex
  • Testing Animation Methods
  • Create Infantry unit and attach to 9K38
  • Create Infantry unit and attach to RPG29
  • Fix bug in scriptCamera
  • Asset Creation Wiki
  • Social Media Thumbnails for YouTube
  • Submarine Layer
  • Take a look at LookAt method in unity and try to use it with tank
  • water air and submarines navMesh functionality
  • Buildings can only be build in close proximity of selected unit
  • Tank Animation v2 per Guess John
  • GUI Border
  • Put GUI Button In Unity
  • Tank Animation Turret
  • LAV25
  • USS Annapolis SSN760
  • USS Nimitz
  • USS Wisconsin BB64
  • USS San Jacinto CG56
  • USS Cushing DD985
  • Boeing KC135 Stratotanker
  • Lockheed U2
  • MD 500 Defender
  • Bell AH1 Cobra
  • Bell UH1 Iroquois
  • Lockheed AC130
  • F4 Phantom II Voxel
  • JCB HMEE
  • M939 series 5ton 6x6 Voxel truck
  • M978A4 Tanker Voxel
  • Desert Patrol Vehicle Voxel
  • MOS 0311
  • Infantry RPG29
  • 9K38 Igla Voxel
  • M102 howitzer Voxel
  • T54T55 voxel tank
  • M163 VADS Anti Aircraft
  • Update GAD
  • Visual Studio 2017 Tutorial
  • New Member Orientation
  • Correcting Voxel Trees
  • Progrid reasearch
  • Update GDD
  • M1 Abrams voxel
  • Units move when building is placed
  • New Member Orientation
  • New Member Orientation
  • 3D animation standards
  • Create Smiley Sprite
  • Hashing layerstags out
  • XML for UnitModel and BuildingModel
  • Animate jet
  • Voxel fence
  • Voxel crates and barrels
  • Voxel flowers
  • Create GUI Buttons
  • Voxel grass
  • Voxel rocks
  • voxel bushes
  • Create color palate in Magica Voxel
  • Voxel trees
  • Create textures
  • GUI Buttons
  • F14 TomCat
  • Update and Index GDD
  • Voxel concept
  • Create Automation Build
  • MVP Update Check
  • Create Map Concept
  • Event Action for Assets
  • Terrain Type Difference
  • Starting Condition
  • Building Lay Smooth
  • User Interface for MVP
  • Script Tweaks for MVP
  • New Member Orientation
  • Script descriptions on top
  • Camera move faster
  • Prefab creation unity
  • Graphic interface scaling with UI
  • Layer and Tags discussion
  • Buildings can only be made if unit is selected
  • Units avoid structures
  • Refactoring rest of the code
  • Refining combat UI
  • Gathering Textures for Combat GUI
  • Design start screen
  • Creating GUI tracks
  • Referencing scripts in unity
  • Adjust camera so it can tilt to side
  • Finding the size for SML maps
  • Review Our MVP Status
  • Update GDD
  • Destroy building
  • Create buildings
  • Set up three structure class Barracks FOB Mine
  • Building Stats Script
  • Unit can be destroyed
  • Units selection circle
  • Natural and intuitive movement
  • Unit movement orientation and tilt
  • Unit Stats Script
  • Movment track pt 2
  • Natural movement
  • Considering structure update
  • Update MVP
  • Reviewing the project
  • New Member Orientation
  • WinLose condition
  • Structures and units wealth cost
  • Set FOB and barracks structure
  • Support units mining resource node
  • Create a resource node
  • Set resource value
  • Two units Offensivesupport
  • Refine units attacking
  • Units move naturally
  • Universal selection
  • Buildings are able to be selected
  • Units attacking structure
  • Units attacking units
  • The different states of the game
  • Correcting RTSCameraController
  • Reviewing free assets
  • Building Spawning units
  • Resource mining
  • Start spawning enemies
  • Create MVP
  • Update GDD
  • Reinforcement Abilities
  • Create Suburb Agenda Abilities
  • Create Skill Abilities for Officer
  • Rest API Class
  • New Member Orientation
  • Object Pooler Script
  • Ingame Menu
  • Action Queue
  • XML Data Class
  • Unit Movement
  • Building Creation
  • Simple splash screen and main menu
  • Camera Movement
  • MD 500 Defender Unit Model
  • Tank warfare Render
  • Rendering APC Action Shot
  • Rendering Infantry Action shot
  • Lockheed C130 Hercules
  • Rendering Aircraft Scene
  • Rendering Action for Armament
  • Unit and Building Selection
  • Thou Curator Member Collaboration Utility
  • Armament Dark Work Coding
  • Armament 3rd Party Professional
  • Armament Content Management System
  • Armament Website Maintenance
  • Marketing
  • Tabletop Prototyping Video Session 1
  • Asset Bundle Package
  • List of Bonuses and Penalties
  • Menu Background Music
  • Create Cartoon Button
  • Create User Interface
  • Bundled Feature Request
  • Unit Tilting with Terrain
  • MD 500 Defender Unit Model
  • M939 series 5ton 6x6 truck Unit Model
  • M978A4 FUEL Unit Model
  • Infantry RPG29 Unit Model
  • 9K38 Igla Unit Model
  • M102 howitzer Unit Model
  • Lord of War

Create the Universal Soldier

Create a solder for the game to be used for all classes and standard for all human in the game.

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Objectives

Player Camera

We need a camera for the game to be dynamic enough for RTS and MOBA style.

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Objectives

Server Code

We need to create the code for answering the call for clients using the TCP/UDP network created on agenda ???

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Objectives

User Input

Create user input type such as the keyboard or joystick controls

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Objectives

Projectiles Bullet etc

We need to create the projectiles with FX.

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Objectives

NPC Creation Minus Programming

NPC Creation not to include any coding for AI

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Objectives

Structure Building for RTS mode

We need to created the base that will player MOBA will create.

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Objectives

Artificial Intelligence

We need to give the NPC etc a bit of life.

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Objectives

Storyboard Joining the Military

We need a campaign mission story line to start building on.

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Objectives

Graphical User Interface GUI

All screens and menu / interface design etc.

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Objectives

Thou Curator Financial Information

Keep up with adding financial information including new accounts and recurring accounts.

/report/viewtransaction

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Objectives

Navmesh Amphibious Layer

We need an amphibious layer that interacts with all land, sea, and sub units in a proper manner.

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Objectives

Navmesh Submersible Layer

We need a Submersible layer that will function with the Sea layer.

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Objectives

Abrams Tank UV Unwrap

The Abrams Tank model needs to be UV Unwrapped for texturing. Below is the .Blend of the tank.

Latest Abrams Tank Model .Blend File

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Objectives

Infantry Walk Cycle

Soldier needs to have a walk cycle created.

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Objectives

xml functionality

Expand current xml functionality to feed data from desertPatrolVehicle.xml which also need to be made.

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Objectives

Storyboard Visuals

Create visual references for 2D to utilize in the process of creating the storyboard.

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Objectives

resource system

-mine (3D sphere) that contains resources(need with script).
-unit functionality to gather resources when miner type selected, add new type in modelUnitScript.
-simple ui that can show and update current resources(with appropriate script).

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Objectives

test out different ways to handle selection indicator

-Need to make script and prototype assets for unit health/experience rank as possible selection indicators (active/inactive or gray/colored switch)
-test different ways to handle projector to make it possible for use with all units/structures (change size or make few different projectors with different size)
-try to make units "glow"/"highlight them" as possible selection indicator
-try to use simple sprite as selection circle 
-any other idea would be welcomed.
-present everything on next meeting (when finished).

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Objectives

Kangee Introduction Storyboard

Please reference the assets on this agenda to locate the script and visuals to be used as a guide to this storyboard. The script does not contain a written dialogue of the transfer of the Velius symbol of power to Kangee but this should be included. A concept image of the symbol can be found here.

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Objectives

Kangee Introduction Script

The introduction of Kangee needs to be written out, accompanied by images and presented in a form that can be transferred into a comic/storyboard.

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Objectives

Consolidate lists of active members

We have one set of active members on the website and other active members in discord and facebook chats. We need a complete list of who we have working right now.

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Objectives

Social Media Background Tunes

We are attempting to increase our social media presence. This means putting out videos on a regular basis. We need to create sound assets that will be available to be used in the background to prevent dead silence from accompanying our visuals. These sound clips need to range from 10-90 seconds in length. 

For this agenda let's create three that can be used as background for videos that are showing the asset creation process.

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Objectives

Add palettes to GAD

Color palettes need to be made available on the GAD for the use of 2D artists.

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Objectives

Infantry RPG Voxel Re design

We need to re-make this model in voxel to bring it up to our art style standards.

Click Here For Previous Assets

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Objectives

USS Firebolt Voxel Re design

We need to re-make this model in voxel to bring it up to our art style standards.

Click Here For PRevious Assets

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Objectives

A10 Thunderbolt II Voxel Re design

We need to re-make this model in voxel to bring it up to our art style standards.

Click Here For Previous Assets

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Objectives

Desert Patrol Vehicle Voxel Redesign

We need to re-make this model in voxel to bring it up to our art style standards.

Click Here For Previous Assets

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Objectives

JCB HMEE Unit Model Voxel Redesign

We need to re-make this model in voxel to bring it up to our art style standards.

Click Here For Previous Assets

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Objectives

Figure out how to glue together navMesh areas

we have two navMesh areas (Land, sea). Air units have ability to move on both areas, but they cannot pass from one to another because there is a small gap between them. Find a way to bridge that gap, to "glue" those areas together but to keep current functionality for land, sea and submersive units.

github.com/Unity-Technologies/NavMeshComponents

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Objectives

GUI part for unit creation

New way for handling unit creation that could be more optimized. Idea is to make multiple panels that turn active/inactive depending what is selected.

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Objectives

Selection circle redesign or remake

So our selection circle have to be either redesign or made from scratch. Its functionality right now only fits one unit (buggy), if you apply it to bigger/smaller unit/building we need to make it fit (resize) to applied unit/building when applied to any unit/building.

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Objectives

Transparent Water Texture

We need to create a texture that is translucent to allow the submarine to be visible under the water.

Texture agenda for water

/agenda/viewagenda?agendaid=1818

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Objectives

Incorporating Social Media

We need to incorporate the use of social media without disrupting the workflow. This means documenting work that is already being done in a manner that is complete enough to be useful but not time-consuming.

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Objectives

Command Center in Voxel

We need to remake the Command Center using Voxel. The original can be found here /asset/viewasset?assetid=957.

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Objectives

Review for Storyboard

Review available material for Storyboard. Work out bullet point direction for the storyboard. This should probably include visual suggestions.

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Objectives

Short video

I need a short video of the tank turret turning. Nothing long or fancy, I just need to show motion in a social media post.

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Objectives

Testing Animation Methods


This is a multipurpose agenda to document the asset creation process for 3d and animation as it is now.

This agenda will include
1- Tank remodeling
2- Tank animating
3- Programming of the Tank in Unity
4- Create a flowchart of the animation here:  sketchboard.me/LBegOdP1ebyr#/
5- Create a wiki listing steps taken here: /wiki/viewwiki?wikiid=134

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Objectives

Create Infantry unit and attach to 9K38

Create a voxel style infantry unit and attach to the weapon already created below:

/agenda/viewagenda?agendaid=1851

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Objectives

Create Infantry unit and attach to RPG29

We need a voxel style infantry soldier to be created and attached to the already created weapon in the following agenda:

/agenda/viewagenda?agendaid=1852

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Objectives

Fix bug in scriptCamera

Fix bug in scriptCamera.cs that Aaron found.

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Objectives

Asset Creation Wiki

We need an organized list of the assets we need to create that will show which elements for each is and is not present.

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Objectives

Social Media Thumbnails for YouTube

We need Thumbnails to represent the videos we will be uploading to YouTube.

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Objectives

Submarine Layer

We need to create another plane just like the water surface for submarine to sit on under the water.

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Objectives

Take a look at LookAt method in unity and try to use it with tank

Try to use LookAt() method to animate tank turret to look at "target".

/asset/viewasset?assetid=1599

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Objectives

water air and submarines navMesh functionality

We need to make navMesh layers to reflect so that we have; land, water, air and submersible (under water) layers and movement functionality for them.

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Objectives

Buildings can only be build in close proximity of selected unit

When you want to spawn building from unit, from GUI you are able to select building and then place it, but we want that first spawn some building site (gray cube or something like that), and units should move to it and start building (like in age of empires), but for now it should be instant build when units is close to it. I think that you should only use unitsFunctionality.cs to set movement and ScriptGUI.cs for building placement and probably make new script ScriptBuildingSite.cs for building site control.

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Objectives

Tank Animation v2 per Guess John

Mesh should be merged if possible to reduce unity drawcalls. Bones animate better than individual pieces, normally.

Morphs are good, but pretty sure you can merge the morphed objects into the main mesh and have it still work. Would have to test on the orginal blend file.


Tank Animation for /agenda/viewagenda?agendaid=1839 

Just the tracks for now.

unity3d.com/learn/tutorials/topics/animation/animate-anything-mecanim

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Objectives

GUI Border

Create border for GUI screen for camera movement

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Objectives

Put GUI Button In Unity

Take the asset below and put them in the GUI design of the game.

/agenda/viewagenda?agendaid=1825

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Objectives

Tank Animation Turret

Tank Animation for /agenda/viewagenda?agendaid=1839 

Just the turret for now, with the ability to turn left and right 360°.

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Objectives

LAV25

We need a Vehicle created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the LAV-25 as inspiration and name.  

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Objectives

USS Annapolis SSN760

We need a Surface Vehicle created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the  USS Annapolis (SSN-760) as inspiration and name.  

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Objectives

USS Nimitz

We need a Surface Vehicle created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the USS Nimitz as inspiration and name.  

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Objectives

USS Wisconsin BB64

We need a Surface Vehicle created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the USS Wisconsin (BB-64) as inspiration and name.  

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Objectives

USS San Jacinto CG56

We need a Surface Vehicle created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the USS San Jacinto (CG-56) as inspiration and name.  

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Objectives

USS Cushing DD985

We need a Surface Vehicle created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the USS Cushing (DD-985) as inspiration and name.  

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Objectives

Boeing KC135 Stratotanker

We need an Aircraft created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the Boeing KC-135 Stratotanker as inspiration and name.  

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Objectives

Lockheed U2

We need an Aircraft created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the Lockheed U2 as inspiration and name. 

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Objectives

MD 500 Defender

We need an Aircraft created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the MD 500 Defender as inspiration and name.  

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Objectives

Bell AH1 Cobra

We need an Aircraft created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the Bell AH-1 Cobra as inspiration and name.  

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Objectives

Bell UH1 Iroquois

We need an Aircraft created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the Bell UH-1 Iroquois as inspiration and name.  

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Objectives

Lockheed AC130

We need an Aircraft created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the Lockheed AC-130 as inspiration and name.  

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Objectives

F4 Phantom II Voxel

We need an Aircraft created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the F-4 Phantom II as inspiration and name.  

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Objectives

JCB HMEE

We need a Vehicle created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the JCB HMEE as inspiration and name.  

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Objectives

M939 series 5ton 6x6 Voxel truck

We need a Vehicle created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the M939 series 5-ton 6x6 truck as inspiration and name.  

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Objectives

M978A4 Tanker Voxel

 

We need a Vehicle created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the M978A4 Tanker Voxel as inspiration and name.  

Read More
Objectives

Desert Patrol Vehicle Voxel

 

We need a Vehicle created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the Desert Patrol Vehicle as inspiration and name.  

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Objectives

MOS 0311

We need an infantry unit created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

Example

Use the MOS 0311 as inspiration and name. 

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Objectives

Infantry RPG29

We need a Weapon created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the RPG-29 as inspiration and name. 

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Objectives

9K38 Igla Voxel

We need a Weapon created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the 9K38 Igla as inspiration and name. 

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Objectives

M102 howitzer Voxel

We need a Vehicle created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the M102 howitzer as inspiration and name. 

Read More
Objectives

T54T55 voxel tank

We need a Vehicle created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the T-54/T-55 as inspiration and name.  

Read More
Objectives

M163 VADS Anti Aircraft

We need a Vehicle created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the M163 VADS as inspiration and name.  

Read More
Objectives

Update GAD

We need updated examples of the revised art style to show on the GAD. We also need to include things like resolution (i.e. GUI buttons 256x256) and sizes/scale for units.

Read More
Objectives

Visual Studio 2017 Tutorial

We need to create a tutorial to assist members with Visual Studio 2017.

Read More
Objectives

New Member Orientation

New members who sign up with our team should do this agenda first to get up to speed on our team process.

First-understand our project. The project page on the public site is a summary of the project. For more in-depth information our Game Design Document (GDD) details the entire project.

Second-it is important for any design or art work follows our Art Direction.

Third-we have a program that has been dubbed "Automation System" which handles a lot of our day to day stuff.  It is important to know that when new content (like models, textures, and audio files) is marked as "IsGameable", the automation system imports them into Unity's main branch in our source control Team Foundation Server automatically from the site.

Finally-based on the primary role you are in, this content management system is designed to allow you to work on whatever role item you wish even if its not in your primary role you selected.  Look below for that role and what details go with it as far as our workflows go.  



Game Designer
Game Audio & Video

As of right now all assets will be uploaded to the site and set to "IsGameable".

Game Artist 2d & 3d
Game Programmer
Game Writer

Most of the work here will be in the form of wiki pages that we will later import into the game.



All software we use should be listed on this page for you to download and install what you need.  

Agendas are milestone we work on to complete tasks that have been scheduled for the team.  You will need to insert your time and notes on the task you completed on the agenda in the "Time Logging" area and then any media that is not script code will need to be uploaded to the "Media Uploader" area.  These areas show up once you are assign an agenda to complete.

Agenda Screen Shot:
ss

In case you where given this agenda to accept going forward you will need to look at the road map and select the title of an agenda that is listed as "Pending" in blue.

roadmap

Read More
Objectives

Correcting Voxel Trees

Gather the Raw Voxel files from this agenda assetstore.unity.com/packages/3d/progrids-111425

And correct the color using enviroment pallete.  Once the corrected files have been uploaded delete the faulty ones

Read More
Objectives

Progrid reasearch

We need someone to look into the usefulness of this unity tool.  Document your findings in a wiki and determine with the team if this is a useful product here

 

---------

 

Read More
Objectives

Update GDD

We need to update the GDD with the info we have gathered on Herre

Read More
Objectives

M1 Abrams voxel

We need a tank created in the Voxel art style.  The Asset should use the default color pallet [HERE] with unique patterns/stripes/ribbons of the player color placed.  

Be sure to follow our standards for models Here

 

And we need this model animation ready as well so all moving parts need to be separated in order for an animator so assign a rig.  Follow the steps Here

 

While we want impressionistic and minimalistic approach review references to try to portray detail

Example

example

Example

Use the M1 abrams as inspiration and name.  

Read More
Objectives

Units move when building is placed

When you click to place building on ground selected unit should not move to it. Functionality for movement is inside unitFunctionality.cs script. Also when esc is pressed unselect unit/building and cancel build.

Read More
Objectives

New Member Orientation

New members who sign up with our team should do this agenda first to get up to speed on our team process.

First-understand our project. The project page on the public site is a summary of the project. For more in-depth information our Game Design Document (GDD) details the entire project.

Second-it is important for any design or art work follows our Art Direction.

Third-we have a program that has been dubbed "Automation System" which handles a lot of our day to day stuff.  It is important to know that when new content (like models, textures, and audio files) is marked as "IsGameable", the automation system imports them into Unity's main branch in our source control Team Foundation Server automatically from the site.

Finally-based on the primary role you are in, this content management system is designed to allow you to work on whatever role item you wish even if its not in your primary role you selected.  Look below for that role and what details go with it as far as our workflows go.  



Game Designer
Game Audio & Video

As of right now all assets will be uploaded to the site and set to "IsGameable".

Game Artist 2d & 3d
Game Programmer
Game Writer

Most of the work here will be in the form of wiki pages that we will later import into the game.



All software we use should be listed on this page for you to download and install what you need.  

Agendas are milestone we work on to complete tasks that have been scheduled for the team.  You will need to insert your time and notes on the task you completed on the agenda in the "Time Logging" area and then any media that is not script code will need to be uploaded to the "Media Uploader" area.  These areas show up once you are assign an agenda to complete.

Agenda Screen Shot:
ss

In case you where given this agenda to accept going forward you will need to look at the road map and select the title of an agenda that is listed as "Pending" in blue.

roadmap

Read More
Objectives

New Member Orientation

New members who sign up with our team should do this agenda first to get up to speed on our team process.

First-understand our project. The project page on the public site is a summary of the project. For more in-depth information our Game Design Document (GDD) details the entire project.

Second-it is important for any design or art work follows our Art Direction.

Third-we have a program that has been dubbed "Automation System" which handles a lot of our day to day stuff.  It is important to know that when new content (like models, textures, and audio files) is marked as "IsGameable", the automation system imports them into Unity's main branch in our source control Team Foundation Server automatically from the site.

Finally-based on the primary role you are in, this content management system is designed to allow you to work on whatever role item you wish even if its not in your primary role you selected.  Look below for that role and what details go with it as far as our workflows go.  



Game Designer
Game Audio & Video

As of right now all assets will be uploaded to the site and set to "IsGameable".

Game Artist 2d & 3d
Game Programmer
Game Writer

Most of the work here will be in the form of wiki pages that we will later import into the game.



All software we use should be listed on this page for you to download and install what you need.  

Agendas are milestone we work on to complete tasks that have been scheduled for the team.  You will need to insert your time and notes on the task you completed on the agenda in the "Time Logging" area and then any media that is not script code will need to be uploaded to the "Media Uploader" area.  These areas show up once you are assign an agenda to complete.

Agenda Screen Shot:
ss

In case you where given this agenda to accept going forward you will need to look at the road map and select the title of an agenda that is listed as "Pending" in blue.

roadmap

Read More
Objectives

3D animation standards

Meet with a lead member and collaborate on animation standards for our assets.  Discuss things that we will need to do in order to have a solid pipeline from model creation to animating to unity

Read More
Objectives

Create Smiley Sprite

Create a smiley sprite for use in testing GUI

Read More
Objectives

Hashing layerstags out

research what core layers we need so we have some kind of a list to start with.

Read More
Objectives

XML for UnitModel and BuildingModel

Make script that can read data from xml file and put that into some class. Example xml can contain some data like health, type, name, range and something like that. We are gonna expand on that later.

Read More
Objectives

Animate jet

We need to animate this jet (Agenda link TBA) so that it looks like its flying.  There should be a trail of smoke and fire coming from its thrusters.  Look at real work examples to make this so.

Make sure to record and document this process as well as creating a wiki for the standards of animating that we can refer to moving forward.  

Read More
Objectives

Voxel fence

We need a fence doodad that is tileable as well as having pieces we can can place scattered that are broken off of the main fence.  Look here for a good example.  As well as this image.

Updated asset

Read More
Objectives

Voxel crates and barrels

 

Theme: Ash Hollow State

We need 9 crates and barrels filled with objects.  made with the voxel engine.  these should be variations and filled with objects you may find on a farm

  1. green and red apples.  
  2. eggs
  3. empty crate
  4. barrels

Example

Example

example 

 

voxel to unity standards

Makes sure to read these to make sure the asset is completed using our standards.  

 

Read More
Objectives

Voxel flowers

Voxel rocks

Theme: Ash Hollow State

We need 9 variations of flowers fitting the theme made with the voxel engine. 

Example

Example

example 

 

voxel to unity standards

Makes sure to read these to make sure the asset is completed using our standards.  

 

Read More
Objectives

Create GUI Buttons

We need buttons created for the GUI.  A list can be found here.

Read More
Objectives

Voxel grass

Theme: Ash Hollow State

We need 9 grass assets made with the voxel engine.  There should be three variations of three types of grass types. as well as a duplicate set of a different color.  green and yellow green some examples.


  1. Big leave bundles
  2. wheat fields
  3. clumps of grass
Note you should make 3 variations for each.  The yellow green variation should be duplicates of the green ones using different color tones.

Example

Example

example 

 

voxel to unity standards

Makes sure to read these to make sure the asset is completed using our standards.  

Read More
Objectives

Voxel rocks

Theme: Ash Hollow State

We need 9 rocks made with the voxel engine.  There should be three variations of three types of bushes. as well as a duplicate set of a different color.  Brown and grey some examples.


  1. small rocks to decorate the ground.  These should be able to fit around the base of a tree.  3 brown rocks and 3 grey rocks.
  2. Large boulders.  3 brown 3 grey
  3. Mountains.  3 brown 3 grey
Note you should make 3 variations for each.  The grey variation should be duplicates of the brown ones using different color tones.

Example

Example

example 

 

voxel to unity standards

Makes sure to read these to make sure the asset is completed using our standards.  

 

Read More
Objectives

voxel bushes

Theme: Ash Hollow State

We need 9 bushes made with the voxel engine.  There should be three variations of three types of bushes.  some examples.

Example

Example

example 

 

voxel to unity standards

Makes sure to read these to make sure the asset is completed using our standards.  

 

Read More
Objectives

Create color palate in Magica Voxel

Artist will create a color palate to denote the different color factions for the game. see mgmt for details

Create 9 Pallets 8 color for each team red, blue, green etc... then one gray scale only

then we need some for environmental use one color scheme that would go with Ash Hollow State theme google and look at the images

Read More
Objectives

Voxel trees

We need 9 trees made with the voxel engine.  There should be three variations of three trees.  some examples.

 

Oak

Pine

Maple

voxel to unity standards

Makes sure to read these to make sure the asset is completed using our standards.  

example example example example

 

Read More
Objectives

Create textures

Grass 
Water
Sand
Rock
Foliage
Concrete

Should be simple low res. minecraft type textures.

256*256

Read More
Objectives

GUI Buttons

This agenda will list buttons that we will need to consider for the GUI

Read More
Objectives

F14 TomCat

Create a 3d model only of a F14 Tomcat Jet.

en.wikipedia.org/wiki/Grumman_F-14_Tomcat

Using our art style...

Read More
Objectives

Update and Index GDD

The GDD has not been updated to include links to relevant information in each section. I will go through and update these where relevant information is available.

/wiki/viewwiki?wikiid=78

Read More
Objectives

Voxel concept

Experiment using magikavoxel and create a few units for the concept and a small slice of level and aesthetics.  Demonstrate how we can work voxel into our design and the process including challenges you come across making a model and bringing it into unity.  Document how much time it takes, the hurdles you go through, and document a workflow that we can adopt.

Whats expected.  A scene in unity with a small slice of a level with units such as a tank. infantry, air unit in an area of the map that will illustrate how our final design may look using this art style.  Here are some examples of what we can expect

examples example example

In addition a well-documented journey of what to expect with out of the workflow.  What hurdles you come across as well and a document for the pipeline so we can illustrate how the process works for other team members.

 

Read More
Objectives

Create Automation Build

Create automation build like we had with Xenko for our end user.

Read More
Objectives

MVP Update Check

Make sure all scripts that where created by programming in the last 21 days are included in the MVP build.

Check the functionality of the MVP for any issue we need to work out.

Read More
Objectives

Create Map Concept

This is concept only not the map creation.  We need to think about a scenario and create a map that depict it.  In a list forum generate all asset we will need too accommodate this so we can get a list of agenda created for 3d/2d artist.

This is for level design only not Units or Structures.

You will need to provide example of all assets as an image loaded into the text editor not as an asset to the agenda.  These images should flow with the map a tiger / bears in the desert is not realistic.  So keep it real.

This level should have a well illustrated theme too it and should be include in the task of what you picked with images for proof of concept.

Read More
Objectives

Event Action for Assets

We want the backhoe to build a building and a building to build a unit.

The GUI should reflex this allowing only one building to build and then when not select the GUI button should be blank in the bottom right corner.

Read More
Objectives

Terrain Type Difference

We want to have the ground, sky, surface (Above Water), and marine (Under Water) and beable to use navmesh on it.

Read More
Objectives

Starting Condition

We need to create prefabs for Starting Player aka the backhoe.

We need a spawn prefab point for each player (Red, Green etc)

Read More
Objectives

Building Lay Smooth

We want the building to flow smoothly over the ground and not seem to jump to a grid.

Read More
Objectives

User Interface for MVP

The text box in the chat window needs padding from the bottom of the screen.

The stats box in the middle bottom of the screen needs padding and to have a complete box like the other area of the GUI.

The Menu button in the top right is missing beside the resource boxes.

The reinforcements button and xxx button are missing from the bottom left by the Avatar window, instead their is a long bar of sort?

Create a list of icon for 2d Artist to create.

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Objectives

Script Tweaks for MVP

We need to adjust the camera so it will not clip the far plane but not make it more then just a little bit outside the line of site of the camera so we don't waste resources.

Set border limit for camera so that the camera stay inside the level

Add tilt functionality to camera so when you hold middle mouse button and drag up/down it will tilt to side.

Read More
Objectives

New Member Orientation

New members who sign up with our team should do this agenda first to get up to speed on our team process.

First-understand our project. The project page on the public site is a summary of the project. For more in-depth information our Game Design Document (GDD) details the entire project.

Second-it is important for any design or art work follows our Art Direction.

Third-we have a program that has been dubbed "Automation System" which handles a lot of our day to day stuff.  It is important to know that when new content (like models, textures, and audio files) is marked as "IsGameable", the automation system imports them into Unity's main branch in our source control Team Foundation Server automatically from the site.

Finally-based on the primary role you are in, this content management system is designed to allow you to work on whatever role item you wish even if its not in your primary role you selected.  Look below for that role and what details go with it as far as our workflows go.  



Game Designer
Game Audio & Video

As of right now all assets will be uploaded to the site and set to "IsGameable".

Game Artist 2d & 3d
Game Programmer
Game Writer

Most of the work here will be in the form of wiki pages that we will later import into the game.



All software we use should be listed on this page for you to download and install what you need.  

Agendas are milestone we work on to complete tasks that have been scheduled for the team.  You will need to insert your time and notes on the task you completed on the agenda in the "Time Logging" area and then any media that is not script code will need to be uploaded to the "Media Uploader" area.  These areas show up once you are assign an agenda to complete.

Agenda Screen Shot:
ss

In case you where given this agenda to accept going forward you will need to look at the road map and select the title of an agenda that is listed as "Pending" in blue.

roadmap

Read More
Objectives

Script descriptions on top

go trough scripts and put description for each one on top of script.

Read More
Objectives

Camera move faster

When shift is presed, camera will move faster on w, s, a, d

Read More
Objectives

Prefab creation unity

Create a prefab for all the assets we currently use or will be using with our MVP  This includes containing objects to the terrain, camera, game manager, anything that we might place into a scene.

Organize these in the prefabs folder so that it reflects the file structure on the website

Read More
Objectives

Graphic interface scaling with UI

We need to Graphic user interface to scale with whatever resolution the game window might be at.  Using anchor points and sensible stretching/tiling ensure that the UI remains functional and the aesthetics dont break

Read More
Objectives

Layer and Tags discussion

Open a forum with the team to discuss possible layer and tags that we will utilize during the course of production.  

This can include

  • Walkable surface, water surface, buildable etc
  • tags for units vehicles, ships, air, miner, builder etc
  • tags for buildings, barracks, airstrip, officers etc

After speaking with the team and we are confident we have a good list compile all these to import into unity

Read More
Objectives

Buildings can only be made if unit is selected

Building can only be made from units. When backhoe unit that can build is selected, only then it’s possible to select to build structure.

Read More
Objectives

Units avoid structures

Units need to avoid structure. At the moment they just go trough structure. This need to be compatible with navMesh and our movement script.

Read More
Objectives

Refactoring rest of the code

Refactoring code for building, camera, selection and go trough unit code just to be sure its all done.

Read More
Objectives

Refining combat UI

Updated asset

Using this as a reference and the newly acquired assets from the previous agenda design and create a fully ascetically pleasing functional combat UI.  The UI should be simple as not to over complicate things and be ready to have scripts placed onto it to give it more functionality.  

Should hit these criteria

  1. Have a slot for resources
    1. power
    2. wealth
    3. oil
    4. population
  2. Selected units panel
    1. avatar
    2. stats box
    3. Units in group
  3. commands
    1. Move
    2. Stay
    3. Formation
    4. Attack move
    5. Build
  4. officer slots
    1. Combat mission support Officer 
    2. Foreign affairs officer
    3. logistic officer
    4. engineering officer
  1. Chat box
  2. Button for the map

Read More
Objectives

Design start screen

We need a start screen that will allow us to start a new game or exit the game.  We need a options button that will bring up another panel with placeholders.  Using /asset/viewasset?assetid=1522 for textures create a functional and aesthetically pleasing End User Ui that we can start placing scripts into to add more functionality

Read More
Objectives

Creating GUI tracks

go on sketchboard and create the tracks and agenda for the gui tracks and the debug of unit movement and building tracks.

 

We want these tracks to work as correctly as possible as well as a gui thats fully functional and prepared for moving forward.

 

communicate with the rest of the team to ensure that the task is set forth are not only the most efficient way to do things but also the most effective.  

 

(TBA)

This agenda will be added to and changed as needed depending on the conversations and decisions of the team

Read More
Objectives

Referencing scripts in unity

Find solution for referencing scripts in unity.

Read More
Objectives

Adjust camera so it can tilt to side

Using third mouse button camera will tilt to side to 25 degree angle.

Read More
Objectives

Finding the size for SML maps

Find out how large a map would need to be in order to comfortably fit 8 armys and 8 players.  Update the GDA to reflect this so we can set a standard to small-mid-large maps.  These would house 2-4-8 players respectively

Read More
Objectives

Review Our MVP Status

we need to update the mvp with movement track building treack universal selection and camera for james to review to make sure it follows the vision of the project   We need to make sure the correct version of RTScamerascript gets uploaded and that agenda 1774 and 75 are corrected and units tilt and line up in rows of 5

Set Camera 1697
Create Terrain
Create Static Objects
Create Units
Create Building

Universal Select 1756
Unit Model 1751
Unit Movement 1774
Natural Movement 1775
Unit Select Circle 1757
Unit Destroy 1751

Building Model 1778
Structure Class 1779
Older Script? 1701
Spawn Building 1780
Destroy 1781

Check Scaling

texturer.com/set6672/

Read More
Objectives

Update GDD

Update the GDD so that the MVP and vertical slice reflect the same as our goals and plans.  Once this is finished make sure you update the flow chart to reflect this

Read More
Objectives

Destroy building

Destroy building when hit points are 0 or bellow.

Read More
Objectives

Create buildings

Simple ui for creating buildings that allow selection from 3 types of building (Barracks, mine and F.O.B).

Read More
Objectives

Set up three structure class Barracks FOB Mine

Set up three structure class Barracks, F.O.B, Mine using strategy pattern as described here 
/wiki/viewwiki?wikiid=42
and here 
scottlilly.com/c-design-patterns-the-strategy-pattern/
so when creating building constructor should allow one of these 3 type's.

Read More
Objectives

Building Stats Script

Script for buildings that will contain hit points, armor, list of units available to build etc. This script will be updated as needed while working in this track.

Read More
Objectives

Unit can be destroyed

Update unit stats script so when hit points are 0 or bellow units destroys itself.

Read More
Objectives

Units selection circle

Make circle around unit that is active when unit is selected, and deactivated when deselected as indication of selected unit.

Read More
Objectives

Natural and intuitive movement

This is update to movement, when units are close to each other they should spread a little, and when at designated location they need to be apart from each other, maybe in rows or something like that. Main thing is that they must not fight around one point when moving or when at final point.

Read More
Objectives

Unit movement orientation and tilt

Units should be able to move from point A to point B, they must rotate and move front first. If terrain is uneven they must tilt with it. When selected, right click will send then to designated point.

Read More
Objectives

Unit Stats Script

Script that will be attached to units, containing values for hit points, attack, speed..etc. Should be noted that this part will be updated with new variables when needed, while working on this track.

Read More
Objectives

Movment track pt 2

THIS IS JUST A TEST

THIS WILL BE HIDDEN AND UNAVAILABLE UNTIL THE FIRST TASK IS COMEPLETE

Now that the ground unit has stats we can reference from using this selection code (link) 

Using the entitie from the previous task we now need to get that entitie moving.  The only things we need to focus on right now is getting the unit to move from point a to point b referencing their movement speed.  The unit should rotate in the direction it is heading.  once this is finished using your scene create a flat terrain entitie to test on.  Place 3 groups of five units on the terrain so that the lead can open the scene and imidiatly test out the task.  Units should be able to be selected individually or dragged and grouped.  All units should respond to the move command that are selected.  Units should be able to be deselected. 

 

In your next task

Dont focus on units clumping together or tilting with the terrain.  The next task will be fixing these issue so that way the units will respond naturally

 

We will create two or three more agendas like this that we have planned and keep them marked unavailable and add or edit on the go.  The team member tasked with this track should be notified so they can use forthought when moving foward in how they create the foundation for each track.  This way the team member is not just thinking about the task at hand but the next task and how they can set things up to be added upon and fixed

Read More
Objectives

Natural movement

THIS IS JUST A TEST

 

 

Now that we have a good selection code on hand lets work on getting our units to respond and react naturally to movement commands.  

 

In this track you will be task with

-variables and classes created to store things such as movement speed and what kind of unit it is. 

-units moving to the location clicked

-units not bumping into eachother

-units tilt and rotate with the terrain naturally

-units will stop if commanded to do so

-any refinements or debugging if necessary

This is just a summary of the task within this track and could be changed or modified.  If this happens you will be notified and payment is dependent on the agendas completed and will reflect the work done not the initial est.

we need to create a simple unit to parent all units too.  This entity needs to have logic attached to is for things such movement speed, can attack, can mine, defense, health  so that way it can be modified depending on which unit is on the field.  For now set things up for a unit who can only move on the ground level using this model (link)

 

Your next task will involve movement using this selection script (link)  More information will be given upon completion and review of this task

Read More
Objectives

Considering structure update

Updated asset

Purchase sketchboard.io/pricing


Review this flow chart.  This is currently a way we can go about things but its complicating some things.  Id like to find a a better way to structure things to enable us to have more control.  Heres an example of what would be possible for a good solution

Updated asset

Read More
Objectives

Update MVP

Now that the project has been reviewed using The updated flow chart create a scene compiled with the new updated code and review each agenda for capability and copatability

Read More
Objectives

Reviewing the project

Review the project find out what task has been completed and what works and functions to the expectations laid in the GDD  

If the code is good but needs to be adjusted or improved document to be referenced later.  Make sure that any loose scripts lying around tieing up the system gets documented and deleted as well.

Create a mock scene to see what works with eachother and what doesnt to help optimize the process better.

 

(TBA  Upon further edit)

Read More
Objectives

New Member Orientation

New members who sign up with our team should do this agenda first to get up to speed on our team process.

First-understand our project. The project page on the public site is a summary of the project. For more in-depth information our Game Design Document (GDD) details the entire project.

Second-it is important for any design or art work follows our Art Direction.

Third-we have a program that has been dubbed "Automation System" which handles a lot of our day to day stuff.  It is important to know that when new content (like models, textures, and audio files) is marked as "IsGameable", the automation system imports them into Unity's main branch in our source control Team Foundation Server automatically from the site.

Finally-based on the primary role you are in, this content management system is designed to allow you to work on whatever role item you wish even if its not in your primary role you selected.  Look below for that role and what details go with it as far as our workflows go.  



Game Designer
Game Audio & Video

As of right now all assets will be uploaded to the site and set to "IsGameable".

Game Artist 2d & 3d
Game Programmer
Game Writer

Most of the work here will be in the form of wiki pages that we will later import into the game.



All software we use should be listed on this page for you to download and install what you need.  

Agendas are milestone we work on to complete tasks that have been scheduled for the team.  You will need to insert your time and notes on the task you completed on the agenda in the "Time Logging" area and then any media that is not script code will need to be uploaded to the "Media Uploader" area.  These areas show up once you are assign an agenda to complete.

Agenda Screen Shot:
ss

In case you where given this agenda to accept going forward you will need to look at the road map and select the title of an agenda that is listed as "Pending" in blue.

roadmap

Read More
Objectives

WinLose condition

If your F.O.B Structure falls set lose condition and restart match.  If enemy F.O.B Structure falls set win condistion and restart match

Read More
Objectives

Structures and units wealth cost

Both f.o.b and barracks should cost x wealth to make as well as each unit.  If there is enough wealth subtract X from the current wealth in order to create the unit/structure.  If there isnt dont let the unit/structure be created.  Display some short of a message to show you need more wealth

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Objectives

Set FOB and barracks structure

We need two buildings set to be created.  F.O.B and Barracks.  F.O.B Need to create support units while the barracks create offensive units

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Objectives

Support units mining resource node

We want our support units to mine the resource node.  They should walk over to the node "gather" wealth from the node and transport it to the F.O.B Structure

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Objectives

Create a resource node

Set a value for wealth/oil so we have something to reference from.  The player should start with X amount of resources.  Make this value adjustable for the designer in unity.

 

We need a resource node that our support units could "mine"  This nod should have X amount of at the start of the game.  
We also want the resource to become "drained" or destroyed when that value is less than 1

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Objectives

Set resource value

We need to have a resource value we can refer to at the start of the game or when resources are being gathered review the GDD for the most current information.  

Players should start the game with X resources.  Make that adjustable by the designer

Resources needed:
Power
Wealth
Unit total
Morale

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Objectives

Two units Offensivesupport

We need to have two different types of units.  Using the /asset/viewasset?assetid=1372 model for units that will gather resources and the desert buggy for offensive units

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Objectives

Refine units attacking

We want our offensive units to attack another enemy unit or building.  We have a basic prototype working right now we want to refine this.  Using the desert buggy model offensive unit.  Make sure that when this unit/units are selected and then an enemy target is selected the unit will move towards the target and then stop and start shooting.  Units should "fire" a basic bullet projectile that will damage the enemy.  If the enemy moves units should move closer until their max range then start firing.  Make sure this works with /agenda/viewagenda?agendaid=1756 script.  We also do not want units to cluster up if they get to close together as mentioned in this agenda /agenda/viewagenda?agendaid=1757

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Objectives

Units move naturally

Once selected units should move naturally.  Right now they will move to the area clicked.  We want to expand on that.  Units should move fluidly and naturally.  We dont want units to cluster up and "fight" over the same spot.  units should be able to move to an the area clicked if it is empty.

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Objectives

Universal selection

We need one script to select units or buildings.  Currently, we have two that function independently.  We want one.  This script should highlight the unit that is selected.  Using the 2x2 pixel sprite a rectangle should apear when the mouse button is dragged.  This rectangle should have the same angle as the camera regardless of the direction its is pointing.  The right mouse button will select the unit and the left mouse button will deselect.  We need both buildings and units selectable

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Objectives

Buildings are able to be selected

What we need is the ability to select buildings.  Buildings should be able to be selected with the right mouse button and deselected with the left.  Only one building is able to be selected and not a building and a unit or multiple buildings.

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Objectives

Units attacking structure

Units need to be able to attack enemy structures if commanded to do so.  Using the same system in place for attacking units build on that, to incorporate enemy structures as well.  Units should behave the same way they do when attacking enemy units

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Objectives

Units attacking units

We need the units in the game to attack enemy units when commanded to do so.  When the unit is selected the player should be able to right click on an enemy and the unit should move towards firing range, and start attacking.  We need an option to make the unit cease fire as well.  We need to make sure that if the target moves out of range the unit stops firing and re positions as well 

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Objectives

The different states of the game

Most games have a tight design around what the beginning of the game should feel like, the middle, and the end making sure to keep a good pace but also changing in intensity as the game plays out.  

 

describe how each state of the game will play out, and what some of the player's goals and objectives will be during these times.

  • Early game
  • Mid game
  • Late game

Heres a good article on the topic to get started game-wisdom.com/critical/states-of-game-game-design

Use these resources we have and start a forum where other members of the team can discuss this.  Once we have everything we need to create a document illustrating the topics and things we discuss so that others can refer back to it when designing certain elements of the game


GDD Planned bonus's and penalties Board game codex

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Objectives

Correcting RTSCameraController

The script RTSCameraController needs to be corrected.  The functions that allow the camera to pan with the mouse have been commented out and arent functional.   Also the script references axis's that do not exist on the project at this time.  "PanSpeedBoost" and "Zoom" are referenced but arent to be found.  

We need to make corrections to this script in order to get it functioning as intended.  While you are making corrections there are functions you need to implement as well. 

  • a,s,d,w to move the camera
  • mouse to edge the screen to move the camera
  • the scroll wheel to zoom in and out
  • q and e to rotate the camera

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Objectives

Reviewing free assets

Download and review these Assets.  Review the GAD and decide weather these assets would be useful for the project.  open a diolog with the creator for questions and thank the creator explaining we might be interested in using them.

 

Things to keep in mind
  • are these assets really free to use, or modify

  • Would we use or modify these to use with the current project?

  • how malleable are the assets?

  • Do these assets fit our standards as listed here

  • if they dont how much effort would it take to make that happen?

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Objectives

Building Spawning units

We need to be able to have a "building" spawn units. you should be able to click on the building, and select a unit from a ui menu. and the building will spawn a unit. This can be simple as it will be finished later. Also grey box building/units work fine.

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Objectives

Resource mining

We need a script that will handle a unit mining resources. The unit would need to gather resources from a source to add them to the total resources.

  • When by a resource mine it
  • When the unit is an inch away from the resource stop mining
  • This should be show in a menu ui text box or other counter display

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Objectives

Start spawning enemies

We have a Game Manager already that will spawn one unit for the player. We need to expand that to handle enemies as well. Have the script spawn the player, and a couple enemies on the map with a unit and default resources.

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Objectives

Create MVP

Applying scripts to a scene in unity
• Apply all the work we have currently into a scene.  Including terrain, models, scripts and sounds.  Work with james to see where the project currently stands

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Objectives

Update GDD

update the GDD with all the current data

List Beginning, Middle, End in GDD
• Review this information /forum/listreply?threadid=328 for the contents of the discussion we had with this topic
• Take the information here and update the GDD with the contents

Above the list of things NOT going into the MVP, list everything that is going to be in it. As well as the vertical slice and beta.
Here is a simple list for MVP, Slice, and Beta


MVP
1. Camera Works
2. Selection of Units
3. Units Move Natural
4. Spawn Building from Unit
5. Spawn Unit from Building
6. Unit Attacks Unit
7. Unit Attacks Building
Slice
1. Graphical User Interface In-Game
1. Button Calls Actions
2. Unit(s) Show In List
3. Menu Pops Modal
Beta
1. Artificial Intelligence
1. Unit Attack Enemy
2. Unit Seek/Moves to Enemy

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Objectives

Reinforcement Abilities

Commander Skill / Reinforcement Abilities 2 Max per player each game (Flash, Ghost)
• Review the GDD for what it contains on reinforcements
• Review this information that we have for abilities and traits /wiki/viewwiki?wikiid=105

/forum/listreply?threadid=314
• Design 6-8 abilities using the information we have as reference.
• Design with intent. Include the concepts we have and apply them practically into a toolkit for an officer to use
• Make sure to define how these skills are executed. Area of affect? Target? Self application?
• Keep in mind that these skills will need to be balanced so that the majority of players can choose skills that fit their play styles instead of defaulting to one ability because its so much better than all the others.

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Objectives

Create Suburb Agenda Abilities


• Design a skillset for some abilities gained through acquiring a suburb

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Objectives

Create Skill Abilities for Officer

• Review this information that we have for abilities and traits /wiki/viewwiki?wikiid=105

/forum/listreply?threadid=314
• Create a skillset of abilities and skills for these officers to utilize. Keeping in mind the officers background, role, and personality.
• We have room for each officer to have 9 skills to take into battle. Lets design 12 so we have a selection to choose and test from
• Design with intent. Include the concepts we have and apply them practically into a toolkit for an officer to use
• Make sure to define how these skills are executed. Area of affect? Target?
• Keep in mind that these skills will need to be balanced not only against other skillsets enemies would use but also within the skillset the skill belongs too. While not entirely true, most skills should balance within the set with intent and design

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Objectives

Rest API Class

We need a class to get data from a database sql.

Ok Let change this a bit to create a Rest API that we can use.  We need one normal windows console application to house data to get and receive then we need unity to have a rest api class to get and set that information.

We want this in a json format when going from point a to point b and then we want it to be house in a model data class when used inside of the applications server side or client side.

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Objectives

New Member Orientation

New members who sign up with our team should do this agenda first to get up to speed on our team process.

First-understand our project. The project page on the public site is a summary of the project. For more in-depth information our Game Design Document (GDD) details the entire project.

Second-it is important for any design or art work follows our Art Direction.

Third-we have a program that has been dubbed "Automation System" which handles a lot of our day to day stuff.  It is important to know that when new content (like models, textures, and audio files) is marked as "IsGameable", the automation system imports them into Unity's main branch in our source control Team Foundation Server automatically from the site.

Finally-based on the primary role you are in, this content management system is designed to allow you to work on whatever role item you wish even if its not in your primary role you selected.  Look below for that role and what details go with it as far as our workflows go.  



Game Designer
Game Audio & Video

As of right now all assets will be uploaded to the site and set to "IsGameable".

Game Artist 2d & 3d
Game Programmer
Game Writer

Most of the work here will be in the form of wiki pages that we will later import into the game.



All software we use should be listed on this page for you to download and install what you need.  

Agendas are milestone we work on to complete tasks that have been scheduled for the team.  You will need to insert your time and notes on the task you completed on the agenda in the "Time Logging" area and then any media that is not script code will need to be uploaded to the "Media Uploader" area.  These areas show up once you are assign an agenda to complete.

Agenda Screen Shot:
ss

In case you where given this agenda to accept going forward you will need to look at the road map and select the title of an agenda that is listed as "Pending" in blue.

roadmap

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Objectives

Object Pooler Script

We need an object pooler script that can be reused for any pools of any gameObjects that we would need.

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Objectives

Ingame Menu

When in the Game scene, we need a menu to pause the game, and allow the user to quit the game or resume.

Options can be added at a later time.

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Objectives

Action Queue

We need an Action queue class that we can reference for things like buildings and units.

A public queue, a type property, and an enum for the types should be all that's needed.

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Objectives

XML Data Class

We need away to house data in the game after a database call so we can just save the data rather then doing SQL look ups or Memory stuffing of information.

www.youtube.com/watch?v=nYWlB7HRNSE

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Objectives

Unit Movement

We want a class to control unit and units selection and movement of that unit.

  • Left click select then move
  • Left click drag and highlight units then left click again and move units
Must use a navmesh and units must not run into each other

Do this in the sandbox folder first

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Objectives

Building Creation

Currently blocked by Action Queue

We need a way to start getting buildings onto the map. Users should be able to

  • press a button that brings up building selection (Command center and a barracks)
  • Users should be able to select a building for placement and check for appropriate resource amounts ( From the Game Manager)
  • Users should then be able to place the building with no overlap of other buildings or units.

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Objectives

Simple splash screen and main menu

Using the thoucurator logo asset, we need a splash screen, and then a main menu as a landing before the ability to start a game.

Currently there is no need for anything fancy. Just a button to move to the game scene.

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Objectives

Camera Movement

We need a basic RTS style camera, that views the map from the top down. The camera needs the ability to move around the map easily to view all corners and find all units.

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Objectives

MD 500 Defender Unit Model

MD 500 Defender Unit Model

The art style we are using can be found here for you to review and use. Keep in-mind that nothing other then the guidelines we have set forth will be accepted as we want the game to keep one standard art direction. 

MD 500 Defender Unit Model

Image for Concept Drawing:
These images are to be taken a bit lightly please be creative but always realistic in putting these reference images together as they will be apart of a bigger picture that when everything is put together should be a beautiful work of art.

MD 500 Defender

Image & Model specification sizes & format should be reviewed on the art style wiki at the bottom.

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Objectives

Tank warfare Render

Compose a scene using heavily armored vehicles doing battle with eachother.  Find some way to tell the difference between the two opposing forces.

 

using 25, 30 camera angle

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Objectives

Rendering APC Action Shot

Using an APC and some infantry units compose a scene where the units are bombarding the other bank.

the APC move though the water to the other side to assault the ridge 

 

Camera should be at the 25,30 position.

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Objectives

Rendering Infantry Action shot

Two Renders using our infantry units in action.  The scene should be chaotic and full of mayhem but still readable.  These renders should be in different environments like a river, and a jungle.

using 25, 30 camera angle

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Objectives

Lockheed C130 Hercules

 
  1. Lockheed C-130 Hercules
File format to export too *.FBX

Poly Count as low as possible... if the model was on a flash card you should be able to flash it up and some identify it right away.  This is a game asset so we need the tris/poly count as low as it can be but still able to be identified fast.

Art style should be realistic but not to the point of it being boring. Also the project page has a slide show of our art direction using reference from the game "Real War"

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Objectives

Rendering Aircraft Scene

We want and air scene 3d render of aircraft we have.

using 25, 30 camera angle

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Objectives

Rendering Action for Armament

We want an action 3d render of war being fought with units in a scene for Armament.

This agenda should include infantry, land, air, and see units fighting it out.

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Objectives

Unit and Building Selection

We need a mechanic that will allow us to select single and highlight by dragging the mouse to select many objects.

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Objectives

Thou Curator Member Collaboration Utility

maintenance Thou Curator Member Collaboration Utility

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Objectives

Armament Dark Work Coding

This agenda is for all the dark work coding that is done for maintenance, organizing, and figure things out.

Our continuous programming of our game to complete the development of it as soon as possible for prototyping and then beta etc.

We will use Xenko Game Engine to create our game Armament.

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Objectives

Armament 3rd Party Professional

We need an agenda for all of our 3rd party professional that are not apart of Thou Curator as a direct member.

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Objectives

Armament Content Management System

This is a place hold for when we are working in the website content management system (CMS).  This is to include but not limited too creating and organizing agenda, meeting, and reviewing member related task.

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Objectives

Armament Website Maintenance

Continuous website maintenance for all bugs and tweaks we make.

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Objectives

Marketing

This agenda is for the marketing and social media stuff we do to keep our followers informed.

Liaision Message

Most Recent Content



Marketing Concept Wiki

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Objectives

Tabletop Prototyping Video Session 1

We need to produce a video of tabletop prototyping that can be released on YouTube.

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Objectives

List of Bonuses and Penalties

We need to compile a list of bonuses and penalties to use during gameplay.  Once this list is compiled, stat changes can be allocated to the personality cards.

/wiki/viewwiki?wikiid=105

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Objectives

Menu Background Music

We need to program a background sound on a dedicated thread to play music while surfing the menu system from scene to scene without stopping or starting over.

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Objectives

Create Cartoon Button

We need some cartoon buttons for mouse out, mouse in, and hover for the menu user interface.

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Objectives

Create User Interface

Create user interface background for menu system.

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Objectives

Bundled Feature Request

List of Feature Needed:

  1. Being able to click and move a single unit
  2. Sounds play when action is hit
  3. Fix camera
  4. Particle effect for mouse click
Let develop the code for actually selecting a unit and making it move without animation or special effect as if it was traveling from point A to point B.

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Objectives

Unit Tilting with Terrain

We need these items for our Units.

  • Units don't rotate with the terrain (Up, Down, Left, Right) we need them to do this for a more natural feel.
  • We also need them to stop when ever they hit another object rather then try to run them over
  • Asset should use animation when moving
  • Asset should display a movement effect like dust flying up behind them

Please use the following asset for this agenda.

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Objectives

MD 500 Defender Unit Model

The art style we are using can be found here for you to review and use. Keep in-mind that nothing other then the guidelines we have set forth will be accepted as we want the game to keep one standard art direction.

MD 500 Defender Unit Model

Image for Concept Drawing:
These images are to be taken a bit lightly please be creative but always realistic in putting these reference images together as they will be apart of a bigger picture that when everything is put together should be a beautiful work of art.

MD 500 Defender

Image & Model specification sizes & format should be reviewed on the art style wiki at the bottom.

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Objectives

M939 series 5ton 6x6 truck Unit Model

We need our forward operating base (FOB) building as models.  All building/structure should be either military grade tents or military looking building that you would find on a battlefield.

  1. M939 series 5-ton 6x6 truck
File format to export too *.FBX

Poly Count as low as possible... if the model was on a flash card you should be able to flash it up and some identify it right away.  This is a game asset so we need the tris/poly count as low as it can be but still able to be identified fast.

Art style should be realistic but not to the point of it being boring. Also the project page has a slide show of our art direction using reference from the game "Real War"

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Objectives

M978A4 FUEL Unit Model

We need our forward operating base (FOB) building as models.  All building/structure should be either military grade tents or military looking building that you would find on a battlefield.

  1. M978A4 FUEL
File format to export too *.FBX

Poly Count as low as possible... if the model was on a flash card you should be able to flash it up and some identify it right away.  This is a game asset so we need the tris/poly count as low as it can be but still able to be identified fast.

Art style should be realistic but not to the point of it being boring. Also the project page has a slide show of our art direction using reference from the game "Real War"

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Objectives

Infantry RPG29 Unit Model

We need our forward operating base (FOB) building as models.  All building/structure should be either military grade tents or military looking building that you would find on a battlefield.

  1. Infantry RPG-29
  2. Using these Models
File format to export too *.FBX

Poly Count as low as possible... if the model was on a flash card you should be able to flash it up and some identify it right away.  This is a game asset so we need the tris/poly count as low as it can be but still able to be identified fast.

Art style should be realistic but not to the point of it being boring. Also the project page has a slide show of our art direction using reference from the game "Real War"

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Objectives

9K38 Igla Unit Model

We need our forward operating base (FOB) building as models.  All building/structure should be either military grade tents or military looking building that you would find on a battlefield.

  1. 9K38 Igla
  2. Use these models
File format to export too *.FBX

Poly Count as low as possible... if the model was on a flash card you should be able to flash it up and some identify it right away.  This is a game asset so we need the tris/poly count as low as it can be but still able to be identified fast.

Art style should be realistic but not to the point of it being boring. Also the project page has a slide show of our art direction using reference from the game "Real War"

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Objectives

M102 howitzer Unit Model

We need our forward operating base (FOB) building as models.  All building/structure should be either military grade tents or military looking building that you would find on a battlefield.

  1. M102 howitzer
File format to export too *.FBX

Poly Count as low as possible... if the model was on a flash card you should be able to flash it up and some identify it right away.  This is a game asset so we need the tris/poly count as low as it can be but still able to be identified fast.

Art style should be realistic but not to the point of it being boring. Also the project page has a slide show of our art direction using reference from the game "Real War"

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Objectives

Lord of War

Have you seen the opening music video of the movie Lord of War?  Can we get an intro song like that.  That has like bullet like sounds in it.

www.youtube.com/watch?v=8LUEiKs2UAo

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Objectives