More Material

Help System

The game menu has an instruction page which will allow the player to read about the GodsWar game mechanics at a high level. There will also be a menu which displays the move list for a given character, and messages will be given at various places in the game to instruct the player on what action is expected.

Artificial Intelligence

Opponent AI

The opponent AI will exist in a single player game, or when one is required. The AI will need to know how to find a path to the player’s temple in the map view, as well as some semi random methodology for picking perks for a fight. It will need to know how to find and fight a player in combat, as well. This means that it must be able to utilize moves from the move list at fitting times to pose a challenge to the player based on the difficulty level.

Enemy AI

Currently, no enemy AI is planned.

Non-combat Characters

While characters will exist in cutscenes, and there may potentially be some characters in the background of some areas, there are no plans to make extensive use of non-combat characters.

Friendly Characters

While friendly characters may exist in cutscenes and within scenery, there is no plan to make extensive use of friendly characters.

Support AI

Some supporting AI features will be needed with respect to special attacks. Lightning bolts, for example, will need to know how to arc realistically, but travel in what is basically a straight line. There may be some randomization or special AI features necessary to direct these particle effects.

Player and Collision Detection

Naturally, no two characters in the Battle View will be allowed to maintain the same location, so they will need to collide when walking into each other. Some zone based collision or similar tactic will need to be used so that attacks connect realistically with opponents. Projectiles will also need to know about collisions with players. Projectiles and players will need to be bounded within the arena, so they will both need to know about collisions with the bounding walls of the arena.

Pathfinding

The Map View AI will need some search technique to find a path to the opponents temple. In the Battle View, any AI controlled combatants will need to be able to acquire the heading and the distance to the player, in order to engage that player in combat. Similarly, some ranged attacks may need to be able to find a player’s direction and distance in order to hone in on a target.

Technical

Target Hardware

Currently, we are targeting the PC platform with the use of an XBox 360 controller for each character required. In the future, it may be possible to port GodsWar to the XBox 360 console by using Unity Pro.

Development Hardware and Software

Development machines will utilize either the Windows 7 operating system or Mac OS X 10.7.4, both booted natively. Unity 3D’s free edition and MonoDevelop will be necessary for all development machines. Visual Studio may be used instead of MonoDevelop if a programmer feels more comfortable with it. TerraGen Classic will be used to generate skyboxes, while Google Sketchup and Modo will be used to generate 3D models, and also, potentially Milkshape 3D.

Some environments may use height maps authored using L3DT, a terrain editor that specializes in quickly and efficiently creating basic height maps with apparent erosion effects, and other basic terrain features. GIMP or Adobe PaintShop may be used to generate textures for use in the game.

Development Procedures and Standards

Naming conventions will exist in which private variables are prefixed by the underscore character. Variable names will begin with lowercase characters, and will use camel cap notation. Function, object, and structure names will use capitalization for each word.

Development will likely take place on one machine with input from the various team members, although methods of sharing code to improve development efficiency are being explored.

Game Engine

The Unity 3D game engine and development environment will be used to develop this game.

Network

No network features are planned for this game.

Scripting Language

For most of the code, Unity 3D C# scripts will be utilized to code the logic. It may be acceptable to use modified Javascript code from Unity 3D Standard Asset scripts, but we hope to avoid this if possible.

Game Art - This may be abbreviated with most of the content in an Art Bible Concept Art

Greece pictures and gods of Greece.

Style Guides

Earth tones and greek clothes and styles.

Characters

Gods and the main characters.

Environments

Greece.

Equipment

TBD

Cut scenes

TBD

Miscellaneous

Thunder bolts and other weapons of the gods.