- 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.
Server Code
We need to create the code for answering the call for clients using the TCP/UDP network created on agenda ???
Structure Building for RTS mode
We need to created the base that will player MOBA will create.
Storyboard Joining the Military
We need a campaign mission story line to start building on.
Thou Curator Financial Information
Keep up with adding financial information including new accounts and recurring accounts.
/report/viewtransaction
Navmesh Amphibious Layer
We need an amphibious layer that interacts with all land, sea, and sub units in a proper manner.
Navmesh Submersible Layer
We need a Submersible layer that will function with the Sea layer.
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
xml functionality
Expand current xml functionality to feed data from desertPatrolVehicle.xml which also need to be made.
Storyboard Visuals
Create visual references for 2D to utilize in the process of creating the storyboard.
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).
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).
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.
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.
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.
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.
Add palettes to GAD
Color palettes need to be made available on the GAD for the use of 2D artists.
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
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
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
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
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
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
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.
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.
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
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.
Command Center in Voxel
We need to remake the Command Center using Voxel. The original can be found here /asset/viewasset?assetid=957.
Review for Storyboard
Review available material for Storyboard. Work out bullet point direction for the storyboard. This should probably include visual suggestions.
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.
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
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
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
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.
Social Media Thumbnails for YouTube
We need Thumbnails to represent the videos we will be uploading to YouTube.
Submarine Layer
We need to create another plane just like the water surface for submarine to sit on under the water.
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
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.
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.
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
Put GUI Button In Unity
Take the asset below and put them in the GUI design of the game.
/agenda/viewagenda?agendaid=1825
Tank Animation Turret
Tank Animation for /agenda/viewagenda?agendaid=1839
Just the turret for now, with the ability to turn left and right 360°.
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
Use the LAV-25 as inspiration and name.
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
Use the USS Annapolis (SSN-760) as inspiration and name.
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
Use the USS Nimitz as inspiration and name.
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
Use the USS Wisconsin (BB-64) as inspiration and name.
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
Use the USS San Jacinto (CG-56) as inspiration and name.
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
Use the USS Cushing (DD-985) as inspiration and name.
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
Use the Boeing KC-135 Stratotanker as inspiration and name.
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
Use the Lockheed U2 as inspiration and name.
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
Use the MD 500 Defender as inspiration and name.
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
Use the Bell AH-1 Cobra as inspiration and name.
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
Use the Bell UH-1 Iroquois as inspiration and name.
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
Use the Lockheed AC-130 as inspiration and name.
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
Use the F-4 Phantom II as inspiration and name.
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
Use the JCB HMEE as inspiration and name.
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
Use the M939 series 5-ton 6x6 truck as inspiration and name.
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
Use the M978A4 Tanker Voxel as inspiration and name.
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
Use the Desert Patrol Vehicle as inspiration and name.
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
Use the MOS 0311 as inspiration and name.
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
Use the RPG-29 as inspiration and name.
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
Use the 9K38 Igla as inspiration and name.
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
Use the M102 howitzer as inspiration and name.
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
Use the T-54/T-55 as inspiration and name.
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
Use the M163 VADS as inspiration and name.
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.
Visual Studio 2017 Tutorial
We need to create a tutorial to assist members with Visual Studio 2017.
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
- Member Collaboration Utility (MCU) Basic Information
- Member Collaboration Utility (MCU) UI/UX
- Unity How To: Open Project (MCU)
- Unity Game Engine 2017.3.1f1
- Game Engine Standards for Unity
As of right now all assets will be uploaded to the site and set to "IsGameable".
Game Artist 2d & 3d
Game Programmer
- Game Mechanics Wiki
- Unity Project File Structure
- Unity Script Coding Standards
- Member Collaboration Utility (MCU) Basic Information
- Member Collaboration Utility (MCU) UI/UX
- Unity How To: Open Project (MCU)
- Unity Game Engine 2017.3.1f1
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:

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.
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
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
---------
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
Use the M1 abrams as inspiration and name.
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.
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
- Member Collaboration Utility (MCU) Basic Information
- Member Collaboration Utility (MCU) UI/UX
- Unity How To: Open Project (MCU)
- Unity Game Engine 2017.3.1f1
- Game Engine Standards for Unity
As of right now all assets will be uploaded to the site and set to "IsGameable".
Game Artist 2d & 3d
Game Programmer
- Game Mechanics Wiki
- Unity Project File Structure
- Unity Script Coding Standards
- Member Collaboration Utility (MCU) Basic Information
- Member Collaboration Utility (MCU) UI/UX
- Unity How To: Open Project (MCU)
- Unity Game Engine 2017.3.1f1
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:

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.
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
- Member Collaboration Utility (MCU) Basic Information
- Member Collaboration Utility (MCU) UI/UX
- Unity How To: Open Project (MCU)
- Unity Game Engine 2017.3.1f1
- Game Engine Standards for Unity
As of right now all assets will be uploaded to the site and set to "IsGameable".
Game Artist 2d & 3d
Game Programmer
- Game Mechanics Wiki
- Unity Project File Structure
- Unity Script Coding Standards
- Member Collaboration Utility (MCU) Basic Information
- Member Collaboration Utility (MCU) UI/UX
- Unity How To: Open Project (MCU)
- Unity Game Engine 2017.3.1f1
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:

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.
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
Hashing layerstags out
research what core layers we need so we have some kind of a list to start with.
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.
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.
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.
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
- green and red apples.
- eggs
- empty crate
- barrels
Makes sure to read these to make sure the asset is completed using our standards.
Voxel flowers
Voxel rocks
Theme: Ash Hollow State
We need 9 variations of flowers fitting the theme made with the voxel engine.
Makes sure to read these to make sure the asset is completed using our standards.
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.
- Big leave bundles
- wheat fields
- clumps of grass
Makes sure to read these to make sure the asset is completed using our standards.
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.
- 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.
- Large boulders. 3 brown 3 grey
- Mountains. 3 brown 3 grey
Makes sure to read these to make sure the asset is completed using our standards.
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.
Makes sure to read these to make sure the asset is completed using our standards.
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
Create textures
Grass
Water
Sand
Rock
Foliage
Concrete
Should be simple low res. minecraft type textures.
256*256
F14 TomCat
Create a 3d model only of a F14 Tomcat Jet.
en.wikipedia.org/wiki/Grumman_F-14_Tomcat
Using our art style...
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
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
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.
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.
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.
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.
Terrain Type Difference
We want to have the ground, sky, surface (Above Water), and marine (Under Water) and beable to use navmesh on it.
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)
Building Lay Smooth
We want the building to flow smoothly over the ground and not seem to jump to a grid.
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.
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.
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
- Member Collaboration Utility (MCU) Basic Information
- Member Collaboration Utility (MCU) UI/UX
- Unity How To: Open Project (MCU)
- Unity Game Engine 2017.3.1f1
- Game Engine Standards for Unity
As of right now all assets will be uploaded to the site and set to "IsGameable".
Game Artist 2d & 3d
Game Programmer
- Game Mechanics Wiki
- Unity Project File Structure
- Unity Script Coding Standards
- Member Collaboration Utility (MCU) Basic Information
- Member Collaboration Utility (MCU) UI/UX
- Unity How To: Open Project (MCU)
- Unity Game Engine 2017.3.1f1
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:

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.
Script descriptions on top
go trough scripts and put description for each one on top of script.
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
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
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
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.
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.
Refactoring rest of the code
Refactoring code for building, camera, selection and go trough unit code just to be sure its all done.
Refining combat UI
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
- Have a slot for resources
- power
- wealth
- oil
- population
- Selected units panel
- avatar
- stats box
- Units in group
- commands
- Move
- Stay
- Formation
- Attack move
- Build
- officer slots
- Combat mission support Officer
- Foreign affairs officer
- logistic officer
- engineering officer
- Chat box
- Button for the map
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
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
Adjust camera so it can tilt to side
Using third mouse button camera will tilt to side to 25 degree angle.
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
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/
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
Create buildings
Simple ui for creating buildings that allow selection from 3 types of building (Barracks, mine and F.O.B).
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.
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.
Unit can be destroyed
Update unit stats script so when hit points are 0 or bellow units destroys itself.
Units selection circle
Make circle around unit that is active when unit is selected, and deactivated when deselected as indication of selected unit.
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.
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.
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.
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
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
Considering structure update
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
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
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)
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
- Member Collaboration Utility (MCU) Basic Information
- Member Collaboration Utility (MCU) UI/UX
- Unity How To: Open Project (MCU)
- Unity Game Engine 2017.3.1f1
- Game Engine Standards for Unity
As of right now all assets will be uploaded to the site and set to "IsGameable".
Game Artist 2d & 3d
Game Programmer
- Game Mechanics Wiki
- Unity Project File Structure
- Unity Script Coding Standards
- Member Collaboration Utility (MCU) Basic Information
- Member Collaboration Utility (MCU) UI/UX
- Unity How To: Open Project (MCU)
- Unity Game Engine 2017.3.1f1
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:

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.
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
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
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
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
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
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
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
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
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.
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
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.
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
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
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
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
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?
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.
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
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.
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
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
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.
Create Suburb Agenda Abilities
• Design a skillset for some abilities gained through acquiring a suburb
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
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.
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
- Member Collaboration Utility (MCU) Basic Information
- Member Collaboration Utility (MCU) UI/UX
- Unity How To: Open Project (MCU)
- Unity Game Engine 2017.3.1f1
- Game Engine Standards for Unity
As of right now all assets will be uploaded to the site and set to "IsGameable".
Game Artist 2d & 3d
Game Programmer
- Game Mechanics Wiki
- Unity Project File Structure
- Unity Script Coding Standards
- Member Collaboration Utility (MCU) Basic Information
- Member Collaboration Utility (MCU) UI/UX
- Unity How To: Open Project (MCU)
- Unity Game Engine 2017.3.1f1
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:

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.
Object Pooler Script
We need an object pooler script that can be reused for any pools of any gameObjects that we would need.
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.
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.
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
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
Do this in the sandbox folder first
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.
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.
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.
MD 500 Defender Unit Model
MD 500 Defender Unit Model
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.

Image & Model specification sizes & format should be reviewed on the art style wiki at the bottom.
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
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.
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
Lockheed C130 Hercules
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"
Rendering Aircraft Scene
We want and air scene 3d render of aircraft we have.
using 25, 30 camera angle
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.
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.
Thou Curator Member Collaboration Utility
maintenance Thou Curator Member Collaboration Utility
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.
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.
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.
Armament Website Maintenance
Continuous website maintenance for all bugs and tweaks we make.
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
Tabletop Prototyping Video Session 1
We need to produce a video of tabletop prototyping that can be released on YouTube.
Asset Bundle Package
- A10 Thunderbolt II
- Bell AH1 Cobra
- Bell UH1 Iroquois
- Boeing KC135 Stratotanker
- Desert Patrol Vehicle
- LAV 25
- Lockheed AC 130
- Lockheed U2
- M163 VADS
- Rigid Hulled Inflatable Boat
- USS Firebolt
- USS Nimitz
- USS San Jacinto CG56
- USS Wisconsin BB64
Refer to this link for our art direction standards
/wiki/viewwiki?wikiid=84
Refer to these model for a brief understanding of our art direction
/asset/listasset?projectid=8&isgameable=1&typeid=10
Refer to this link for modeling details we need.
/wiki/viewwiki?wikiid=106
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
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.
Create Cartoon Button
We need some cartoon buttons for mouse out, mouse in, and hover for the menu user interface.
Bundled Feature Request
List of Feature Needed:
- Being able to click and move a single unit
- Sounds play when action is hit
- Fix camera
- Particle effect for mouse click
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.
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.
Image & Model specification sizes & format should be reviewed on the art style wiki at the bottom.
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.
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"
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.
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"
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.
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"
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.
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"
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.
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"
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



