Design Document Project: Discorder Author: Charcoal Productions
Version History Version Number
Date
Description
1.0
15-01-09
Initial version; January submission
2.0
15-04-17
Final version; April submission
Name
Position
Date
Maryam Alam
Development Lead
15-04-17
Justin LorangerAhluwalia
Design Lead
15-04-17
Marvelyn Milan
Artist
15-04-17
Andrew Richardson
Art Lead
15-04-17
Tyler Tremblay
Designer
15-04-17
Sign-Off
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Signature
Table of Contents Version History ............................................................................................................................................................................... 1 Sign-Off .......................................................................................................................................................................................... 1 Table of Contents ........................................................................................................................................................................ 2 1. Game Design ........................................................................................................................................................................... 4 1.1 Summary ............................................................................................................................................................................. 4 1.2 Story ..................................................................................................................................................................................... 4 1.2.1 Premise ........................................................................................................................................................................ 4 1.2.2 AIs ................................................................................................................................................................................. 4 1.3 Gameplay .......................................................................................................................................................................... 5 1.3.1 Fundamentals ............................................................................................................................................................ 5 1.3.2 Competitive Cooperation ....................................................................................................................................... 5 1.3.3 Triple Scoring System ................................................................................................................................................. 5 1.3.4 Obstacles .................................................................................................................................................................... 6 1.4 Mindset ................................................................................................................................................................................ 7 1.5 Game Flow ......................................................................................................................................................................... 8 1.5.1 Game Setup ............................................................................................................................................................... 8 1.5.2 Gameplay .................................................................................................................................................................. 8 2. Technical ................................................................................................................................................................................... 9 2.1 Structure .............................................................................................................................................................................. 9 2.1.1 Game Structure ......................................................................................................................................................... 9 2.1.2 Inputs............................................................................................................................................................................ 9 2.1.3 Menu Structure ........................................................................................................................................................ 10 2.2 Interface ........................................................................................................................................................................... 10 2.3 Controls ............................................................................................................................................................................. 13 2.3.1 Gameplay ................................................................................................................................................................ 13 2.3.2 Menu .......................................................................................................................................................................... 13 3. Level Design ............................................................................................................................................................................ 14 3.1 Aesthetic ........................................................................................................................................................................... 14 3.1.1 Environments ............................................................................................................................................................ 14 3.1.2 Player Characters .................................................................................................................................................... 18 3.1.3 Supporting Characters ........................................................................................................................................... 19 3.2 Obstacles .......................................................................................................................................................................... 22 3.2.1 Tower.......................................................................................................................................................................... 22 3.2.2 Pressure Plates .......................................................................................................................................................... 24 3.2.2a Moving Platforms .................................................................................................................................................. 25 3.2.3 Minefield.................................................................................................................................................................... 26 3.2.4 Oncoming Obstacles ............................................................................................................................................. 27 3.2.5 Pistons ........................................................................................................................................................................ 28 3.2.6 Roulette ..................................................................................................................................................................... 30 3.3 Level Construction .......................................................................................................................................................... 32 4. Development ......................................................................................................................................................................... 33 4.1 Technology ....................................................................................................................................................................... 33 4.1.1 Unity ........................................................................................................................................................................... 33 4.1.2 Autodesk Maya ....................................................................................................................................................... 33 4.1.3 Adobe Suite .............................................................................................................................................................. 33 4.1.4 Vicon Blade .............................................................................................................................................................. 33 Page | 2
4.2 Equipment ........................................................................................................................................................................ 33 4.2.1 Computer ................................................................................................................................................................. 33 4.2.2 Recording Studio ..................................................................................................................................................... 33 4.2.3 Motion Capture Studio ........................................................................................................................................... 33 4.3 Assets ................................................................................................................................................................................. 34 4.3.1 Visual Assets .............................................................................................................................................................. 34 4.3.2 Audio Assets ............................................................................................................................................................. 35
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1. Game Design 1.1 Summary
Discorder (a play on the words discord and order, two major themes of the game) is a two player racing/platforming game with an emphasis on the idea of competitive cooperation: players are encouraged to work together and compete simultaneously, with implications on the gameplay based on how players choose to focus on.
1.2 Story 1.2.1 Premise On a distant world, there exists a game show that dares to ask: is it better to work with your comrades to achieve greater glory, or to stamp out your competitors so that you don’t have to share the bounty? This game is Discorder, a fast-paced paired footrace between mechanised athletes who must brave challenging obstacles. But will they work with or against each other in facing them? Discorder is set in an alternate universe sporting competition where robots are tested in paired footraces to gauge which is more powerful: cooperation or competition. The competitors are egged on by conscience AIs called Phil and Mis Anthropy that try to convince the runners to choose one side or the other.
1.2.2 AIs Phil Anthropy is a peaceful AI that supports the theory that working together produces better results, while Mis Anthropy follows the idea that others cannot be trusted and therefore success for one’s self must be pursued even at the expense of others. Their designs are outlined in section 3.1.3.
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1.3 Gameplay 1.3.1 Fundamentals The core gameplay of Discorder is a combination of racing and puzzle/platforming. Players race through tracks (called “legs”), and in each leg one player is faced with an obstacle to overcome through platforming or light puzzle solving (the player whose path includes an obstacle is swapped for each subsequent leg, so that the first and third legs are obstacle paths for one player and the second and fourth legs are for the other player). For the player whose path does not have an obstacle, a choice is included instead. This choice occurs earlier in the race, and involves the player walking through one of two branching doorways. Depending on which doorway the player selects, the other player’s obstacle will become easier or harder. A race is composed of four legs, so that both players are given two chances to make choices and two chances to face obstacles.
1.3.2 Competitive Cooperation Competitive cooperation is the core theme of Discorder, and stresses player choice in a multiplayer environment. It works on the principle that players participating in the game have both collective and personal goals and that the personal goals inform the collective in a manner that may make them conflicting. In the scope of Discorder, the collective goal is for two player teams to traverse the race legs in as short a time as possible, while the personal goal is for each player to have the smaller percentage of time spent running the course (in other words, to be faster than the other player). Throughout the courses, players have the option of helping their teammate through their obstacle in a manner that might help the team reach a higher collective score, but at the cost of giving their teammate a higher portion of the personal score. Alternatively, they may hinder the other player in some way which might allow them to beat their personal score, but at the cost of negatively impacting their scores overall. Update: In the final version of the game, the terminology of competitive cooperation has been largely replaced with “competitive team-based play”. Fundamentally, this is the same as the description of competitive cooperation outlined above, but has altered terminology to avoid confusion with alternative notions of what is considered “cooperative play”.
1.3.3 Triple Scoring System As was mentioned, the game will operate on more than a single objective at a time. In reality, final scoring in the game will work on three different measures: team completion time, individual times, and each player’s “karma”. The team and individual times influence the final scores (on a ratio of 1/(individual time + total time)), while karma influences the dialogue presented to the player as a thematic component. Team completion time is the collective score of the team, and is measured by the cumulative time spent by both players to traverse each race leg (i.e. if one player beats the leg in 2 minutes, and the other in 3 minutes, the total time for the leg is 2+3=5 minutes). How fast one player traverses the leg in relation to the other is irrelevant to this score. This can be considered the “cooperative” scoring value, and directly affects the scaling of the final scores. The smaller the collective time is, the larger the scale of the final scores. Individual completion time is the time a single player took to complete the race. This value is independent of the collective time, but has an equal impact on the final scoring value. Therefore, a player that wishes to beat Page | 5
their race partner from a competitive standpoint must aim to have a lower individual completion time than them. A lower value in this field also directly correlates to a higher end score. Final scoring values are combined values based on the total completion times of each player individually as well as the team completion time. Because the individual time is considered, this value is different for each player, and therefore indicates which player is the winner of the race from a competitive standpoint. However, because total time is also considered, the final scale of this value is improved the faster both players are together. The logic of the final score can be equated to a pot that is distributed between both players. The size of the pot is proportional to the performance of both players together, while the distribution of that pot is based on the relative contributions of each player. Karma measures how each player behaved towards their teammate during the run. Making choices that help the other player or reinforce cooperation increase a player’s “good” karma, while making choices that hinder the other player and promote personal gain over team gain increase a player’s “negative” karma. The final proportion of the two for each player shows if they were more cooperatively, neutrally, or competitively inclined. Karma provides an additional social dynamic to the game, as the player’s respective karma are reflected in the flavour dialogue played throughout the race. This can inform other player’s choices, and therefore forces players to be aware of the karmic repercussions of their choices, lest they be marked as a vulnerable target or a chronic backstabber by other players. During the course of a race itself, this can impact how the other player might make their choices: a player that has been given a shove by their race mate might be inclined to do the same to them when they get to make their choice.
1.3.4 Obstacles Obstacles encountered in the game will be numerous and varied, as will the means in which they can be responded to. Sessions of the game will be performed through individual legs, which consist of a path with a single obstacle. These obstacles may be something as simple as a series of floating platforms or as complex as a set of oncoming vehicles. Legs are designed so that the choice player will always be able to make their choice well before their running partner has a chance to reach the obstacle (though if they do reach the obstacle first, it will be set to a passable state; in which case the choice track player has effectively forfeited their choice through inaction). The choice that is made is between helping the other player positively (in some way making the obstacle easier for them to traverse) or negatively (in some way making the obstacle more difficult or punishing to traverse). Regardless of the choice taken, both players will be able to make it to the end of the leg. The only bearing the obstacles have will be in terms of time spent. In the event that a player takes more than four minutes to complete a leg, the timer will trigger an automatic leg completion, so as not to prevent the game from continuing as a result of one player getting stuck. This failsafe is indicated by the timer changing colour at the 3:30 mark. Ultimately, both player tracks (the choice track and obstacle track) will be balanced to have an approximately equal base duration, with an approximately equal level of difficulty as any other track, so that no distribution of obstacles will favour one player over the other. Players will also have an equal number of opportunities to be the one making the choice and the one traversing the obstacle. This balance is a crucial component of maintaining the fairness of the game. Page | 6
1.4 Mindset While the racing component of the game demands fast-paced response and attentiveness to obstacles, the player must also consider their relationship with their partner. As their choices not only affect their ability to finish a leg of the race faster or slower than their teammate, but also their overall score at the end of the race as well as their teammate’s reactions and potential retaliation. As such, players must simultaneously consider the race and their partner. This translates into the flavour of the game, as Phil and Mis will speak to the player after they’ve made their choice, and the track legs are built so that the player that made the choice has the opportunity to see their racing partner face the obstacle and the impact of their choice. Because the game is designed to be played in a LAN setting, it also encourages players to voice their thoughts to their race partner as a result of these choices (such as a player vowing revenge on the player that just chose to make their obstacle harder while the choice-making player gloats).
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1.5 Game Flow 1.5.1 Game Setup 1. Main Menu a. Player 1 and Player 2 start the game on separate computers b. Player 1 selects host game c. Player 2 selects join game and selects the session from the list 2. Pre-Game a. Both players select the ready option; when both are ready, the game begins b. A brief tutorial video plays outlining the basic concept of the game and how it is played 3. Game a. See 1.5.2 Gameplay for gameplay flow 4. Post-Game a. Final results displayed b. Players may return to the main menu and close the game or play again
1.5.2 Gameplay 1. Leg 1 a. Players start on first level on two different tracks b. Players run through level until Player 1 reaches choice checkpoint i. Player 2’s obstacle is set to a default state at this point c. Player 1 selects one of two choices (cooperative or competitive) d. Phil/Mis comments on choice to the player that made the choice e. Player 2 traverses trap (difficulty affected by Player 1’s choice) f. Players continue running to end of level (Player 1 has a view of Player 2 traversing trap to show consequence of choice, as well as some smaller obstacles) g. When one player reaches end of leg, camera shows other player until they also reach the end h. When both players reach end of leg, transition to next leg 2. Leg 2, 3, and 4 a. Repeat previous Leg flow, but with Player 1 and Player 2 roles reversed 3. End of Race a. Individual Times calculated and displayed b. Total Time calculated and displayed c. Individual Scores calculated and displayed d. Choice Scores calculated and displayed e. Phil/Mis comment on the player’s result based on their victory/loss and choice score
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2. Technical 2.1 Structure 2.1.1 Game Structure
Players o Player 1 o Player 2 Environment o Leg (x6) Choice Track Obstacle Track Obstacle o Aesthetics (x4) Skybox Terrain Miscellaneous Assets UI o Race leg information o Phil/Mis graphic bubble (as image sequence1) Menu o Menu screen o Menu animations (as image sequence) o Menu buttons o Tutorial video (as image sequence)
2.1.2 Inputs
Gameplay o Directional movement o Directional view o Jump Menu o Select
Because Unity version 4 free edition was used, actual video could not be used. Instead video had to be shown in the form of image sequences synched with audio Page | 9 1
2.1.3 Menu Structure
2.2 Interface
Left: The Game’s splash page Right: The main menu
Left: Once the player selects host, and are waiting for the other player to join Right: The second player has selected join, and can see up to four selectable sessions
Left: Once both players have selected to host/join a session, the ready button appears. When both players hit their respective ready buttons, the tutorial and subsequently the game begins Right: The about page
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The original menu architecture, outlining important interactive elements. Note that several features from this have been removed in the final version
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Preliminary menu interface concepts
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2.3 Controls 2.3.1 Gameplay Controls Directional Movement Directional View Jump
Mapping w,a,s,d Mouse Space
Alternate Mapping Up, down, left, right
Mapping Click
Alternate Mapping Enter
v
2.3.2 Menu Controls Select
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3. Level Design 3.1 Aesthetic 3.1.1 Environments Environment aesthetics are added in the form of overlays to the basic race tracks. These consist of assets and graphics that the player does not directly interact with. These assets may be placed over the tile assets used to create the track, but do not alter its functionality. In terms of the base game, a single environmental aesthetic will be used: urban. This will consist of modern-style buildings, streets, and cars, with a white-grey-brown base palette. Highlights will consist of colourful neon highlights and accents. As a stretch objective, additional environmental style assets will be included in the game. These designs will be further developed once the initial urban design is fully complete, though concept art of all planned environments is available at the following location. These alternate environments are: underwater, space station, factory, desert, and forest. Update: As of the final build, four environment types have been created: urban, space, desert, and urban nighttime
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Early concept art of the urban environment
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Early stage environmental models for the default “urban� setting
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Preliminary colour scheme plans for default and stretch environments Page | 17
3.1.2 Player Characters Player characters will consist of humanoid robots. These robots will have human-like flexibility and mobility options. The robots overall appearance is to be largely angular, with some organic components at the joints to allow for flexibility. A single default robot model is planned for the base game, with alternate appearances planned as stretch goals. These alternate appearances are slight overlay modifications to the base model, rather than entirely new characters, and will offer slight alterations to the character (such as increased or decreased movement speed/durability, etc). Alternate character designs are to be considered in further detail only once the base model is complete. The character animations are to be produced using a combination of motion capture and manual keyframe animation. Update: As of the final build, alternate character models have been discarded. Player 1 and 2 are uniquely colour coded, but there is no selection of different character types.
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Preliminary concept art of character model
3.1.3 Supporting Characters The supporting characters in Discorder consist of two AI entities that act as moral compasses for the player. Phil Anthropy promotes the concept of cooperation, and will generally be affable and friendly, or at least encourage such behaviour. Mis Anthropy represents competitiveness, and is more blunt and aggressive. Both AIs will alternate in suggesting how each player should participate in the race with regards to the choice element, and will make comments based on the player’s choice or that of the other player. Their comments are also dependent on the choices each player has previously made, so as to better reflect the dynamic of the relationship between the two players. For example, Phil might express pleased surprise if a player suddenly chooses the cooperative route after both players have previously chosen to be competitive. The design of the two AI reflects their personality. Phil is a mass of several cubes, and is coloured blue, to match the cooperative colour association. Mis is spiky and sharp, and is coloured red to reflect the competitive choices. Characters are animated with blendshapes by using the soundwave data produced by the dialogue audio files. This deforms the models in accordance with the character’s speech.
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Phil Anthropy
Mis Anthropy
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Preliminary concept art of Phil and Mis
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3.2 Obstacles Obstacles must match the design of the base track elements, and therefore consist mainly of platforms and simple object avoidance. These must be fast-paced, so as not to interfere with the core flow of gameplay. Obstacles are also designed to be compatible with the aesthetic overlay design method. Four obstacles are planned for the base game, with more planned as a stretch goal. Additional obstacles will not be further developed until the original four are approaching completion. Update: Two additional obstacles were created in addition to the base four, resulting in six total obstacles to draw from. The following are the first four obstacles planned for implementation in game:
3.2.1 Tower The challenged player is blocked by a door until the control player makes a choice. The challenged player must get to the top of a tower by jumping on platforms along the outside of the tower. The choices made affect the number of platforms that move, adjusting the difficulty of traversal for the challenged player:  
Cooperative: All platforms remain still Competitive: All platforms move (with the exception of corner paths)
The choice player’s track features small gaps on a rising spiral path that the player must leap over. If they fall, they land on a lower rung of the spiral and must resume their ascent.
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Early concept design for tower functionality
Basic Track construction for the tower obstacle race leg
Early concept of the tower obstacle
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3.2.2 Pressure Plates The challenged player must traverse a series of pressure plate platforms. The platforms descend gradually as weight is placed upon them (such as the player), meaning that the player must jump across quickly. The platform gradually returns to its normal height when no weight is upon it. When the platform descends past a point where the jump is possible, it resets. If the player is on it when this happens, they reset to the last checkpoint (some platforms along the path are fixed, and act as checkpoints). The choices made affect the speed at which the platforms move and how many checkpoints are present, adjusting the difficulty of traversal for the challenged player:
Cooperative: The platforms barely move when the player lands on them Competitive: The platforms descend rapidly, and there are fewer checkpoints
Update: This obstacle was altered due to issues with player collision leading to the player being occasionally unable to jump when the platform descended (due to the delay between the platform’s movement and gravity calculation). Instead, the similar obstacle called “Moving Platforms” was implemented (see 3.2.2a).
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3.2.2a Moving Platforms The challenged player must traverse a series of platforms set within a contained space. In the event that the player falls, they have ramps accessible to them that will bring them to the start of the section so that they may try again. The choices made affect whether the platforms move, adjusting the difficulty of traversal for the challenged player:  
Cooperative: The platforms remain fixed Competitive: The platforms move on fixed intervals
The choice player track features a series of increasingly elevated platforms that the player must leap between in order to reach the other side. If they fall, they must return to the first and lowest of the pillars to make a new attempt to cross.
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3.2.3 Minefield A gate blocks the path of the challenged players until the control player makes a decision. Beyond the challenged player’s fence lies a minefield on a 6x6 unit grid (the dimensions are arbitrary and may be changed for balance). Players can cross tiles forward, backward, sideways, or diagonally. If the player steps on a tile with a mine, it explodes and knocks the player back to the previous tile with some stun (the mine is used up and will not trigger again, so the tile becomes safe). There is one safe path of moderate length (not a straight line, but faster than forcing your way through in a straight line). The choices made affect the visibility of the safe traversal path for the challenged player:
Cooperative: The safe path is revealed to the challenged player Competitive: A fake “safe” path is revealed to the challenged player (an alternative real safe path does exist, but it is not revealed to the player)
The choice player track features a short series of increasingly elevated platforms that the player must leap between in order to reach the other side. If they fall, they must return to the first and lowest of the pillars to make a new attempt to cross. Two of the platforms are trapped like the mines in the main obstacle, forcing the player to either avoid them or endure the penalty of being stunned before continuing.
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3.2.4 Oncoming Obstacles The player must traverse through a path with obstacles that move along a path towards the player, forcing the player to dodge them as they run through the path. If the player is hit by an obstacle, they are knocked back. The appearance of these obstacles will match the design of the environment (such as cars for the urban environment). Obstacles are approximately the same width as a character (¼ width of path). The choices made affect the speed and impact of the obstacle objects:
Cooperative: The obstacles move very slowly Competitive: The obstacles travel at a rapid speed
The choice player must pass over the obstacle track and avoid a separate series of cars in a manner similar to the obstacle path, though the choice track is comparatively simpler. Update: with the removal of randomised environments and this obstacle is set in the Urban (nighttime) setting, cars are the only kind of oncoming obstacle.
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3.2.5 Pistons The player must traverse through a path with pistons on either side of the track. These pistons move across the track so as to push a player that is hit by them off the track, at which point they must take a ramp to begin from the start. As such, the player must cross the path while dodging the pistons. The placement of these pistons allows for a brief interval between the first two to allow the player to time their traversal, then a pair of pistons that are adjacent and facing opposite directions, meaning that the player must avoid both in quick succession The choices made affect the speed and impact of the obstacle objects:  
Cooperative: The pistons oscillate very slowly Competitive: The pistons oscillate at a rapid speed
The choice player must pass through a similar set of pistons that push the player to an earlier part of the track, though they move at a slower speed and with a simpler oscillation pattern.
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3.2.6 Roulette The player must traverse through a path with floating stun cubes that move in a circle, forcing the player to dodge them as they run through the path. If the player is hit by an obstacle, they are momentarily stunned. The path consists of four sets of interlocked 3x3 tiles, and each subsequent set has a higher number of stun blocks circling the perimeter (i.e. the first set has one block circling, the second has two, the third has three, and so on). The centre tile of each cycle is safe, so the player must time their movement to pass through each set while avoiding the increasing number of stun blocks. The choices made affect the speed of the stun blocks:  
Cooperative: The blocks move very slowly Competitive: The blocks travel at a rapid speed
The choice player track features a short series of increasingly elevated platforms that the player must leap between in order to reach the other side. If they fall, they must return to the first and lowest of the pillars to make a new attempt to cross. Two sets of these platforms have a single stun block moving from side to side, forcing the player to either avoid them or endure the penalty of being stunned before continuing. Note: Originally this obstacle was going to feature asset of mines like the third obstacle that moved from tile to tile, so that the player would have to follow the pattern and jump between tiles or risk getting stunned. The stun blocks were used instead for simplicity and clarity.
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3.3 Level Construction Level construction is performed through the use of modularised track pieces. Several track components, such as straight paths, curves, ramps, and doors, are modelled independently and made to match a common set of dimensions. This allows pieces to be fitted together in order to create race legs while retaining a consistent overall structure across each leg. Once the components are complete, the pieces are put together in various configurations called race legs. Each leg consists of two paths (one for the choice player and one for the challenged player). This leg contains one branching choice path (positioned early in the choice player’s track) and one obstacle (located near the latter part of the challenged player’s track; the positioning is to reduce the probability of the challenged player arriving at the obstacle before the choice player has chosen an option). Each leg is approximately the same length, and the choice path is designed to approximately match the completion time of the neutral choice for completing the obstacle (this ensures that choosing a helpful or hindering choice will have a demonstrable impact on each player’s respective completion time). The obstacle is then built to fit the track (in the event that it cannot, the track is modified to accommodate, while retaining the previously stated guidelines). Once the track is built and structured in accordance with the construction rules, aesthetic overlays may be placed over the base model. These aesthetics are built to accommodate the basic structure of the individual track pieces, and therefore should not interfere with the track’s functionality. The track model is then complete and ready for additional polish or adjustment. Track pieces are merged with the inner faces removed so as to create a holistic track piece and avoid risks of cracks or bumps during the race.
Examples of track component pieces, prior to any aesthetic overlay Page | 32
4. Development 4.1 Technology 4.1.1 Unity Unity 4.3 Free version is to be used for the core game development. All other assets will be implemented in Unity for the final playable game. No attempt shall be made to move the game to a different version unless using a separate copy of the project and the game has been saved elsewhere.
4.1.2 Autodesk Maya Maya is to be used for all complex modelling tasks, including environment assets, character models, model texturing, and complex animations.
4.1.3 Adobe Suite The Adobe Suite is to be used as a supplement for all graphical and design elements that are not directly handled within Maya and Unity, such as creating and modifying texture images or modifying audio files.
4.1.4 Vicon Blade In the event that animation is motion captured, Vicon Blade will be used to capture movement footage for import into Maya.
4.2 Equipment 4.2.1 Computer Discorder is to be developed for PC. As such, in addition to being the primary development tool, computers act as the primary development platform, along with mouse and keyboard as primary controls. Controller controls may be considered only upon completion of the core project.
4.2.2 Recording Studio For manual recordings, a recording studio will be used, with professional level microphone, recording software, and setup.
4.2.3 Motion Capture Studio Motion capture may be used for animations. In this event, a motion capture room will be used. This will most likely be the Carleton motion capture studio.
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4.3 Assets 4.3.1 Visual Assets
Playable Characters o Base Robot Animations Standing (Idle) Standing-to-running Running Running-to-standing Jumping (standing) Juming (running) Stun Non-Playable Characters o Phil Anthropy Waveform animation o Mis Anthropy Waveform animation Environment o Functional Basic tiles Doors Choice split track Race leg spawn point Race leg end point o Aesthetic (repeat for each aesthetic) Basic tile textures Unique obstacle textures Skybox Terrain Ambient models Ambient Lighting Interface o In-Game UI UI background Race information text (generated through Unity) Phil/Mis graphic bubble o Menu Splash page Splash page animation Menu background Menu buttons Host Join
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Session # (1-4) About About page Menu animations Button hover states Tutorial cutscene End game splash page Back button
4.3.2 Audio Assets
Robot/character sounds: o Collision o Shock Environment sounds: o Doors Portal noise o Cars Hover noise Dialogue: o Phil (Link is to finalised dialogue list) o Mis (Link is to finalised dialogue list) Music: o Menu music o Gameplay music o Tutorial ambient
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