Friday 4 January 2013

Documentation


Even though we are art students, so we communicate mainly through visual means it doesn’t mean we shouldn't can’t use words to communicate ideas. Sometimes reading something is just more clear cut than pictures, it gets to the point straight away, especially for technical stuff.

We have these documents  to explain areas which pictures cant. Such as technical specification, target market, story, gameplay elements, funding etc. Its these documents which gets your game approved and funded in a professional setting, so if you can’t do this well then you won’t be producing your game.

Documentation in my third year is going to be a major aspect of all the work I have to do. So to get some practice in (as practice makes perfect) im going to produce a small document on a game ive always wanted to produce. Due to some lucky circumstances I kinda did when I joined an indie team,  but like with 95% of indie teams we disbanded  and the game was left 25% finished - it was still an experience nevertheless.

Project Outline

To create a fast paced, online, third person action game based around the height of the roman empire conquering Britain.

Up to 64 players (32 players each side) choose to play as either the Roman Legion or Barbarians, with the choice of 4 classes each side supporting different play styles. Players battle it out through several match types to earn experience to upgrade their class and attributes, as well as cosmetic appearance.


PC exclusive to provide an excellent online gaming experience with superb visual quality, and to keep costs down to a minimum (less licensing costs)

Rated 18 -To offer the most realistic experience to the player (War is not pretty)

Software – 3DS Max, Photoshop, Zbrush and UDK.

Learning Outcomes

Create realistic character models
Historically accurate weapons and armours
Photo realistic textures
Strong player silhouettes to differentiate between classes easily


Technical Specification

  • Lead Character


For the base model the players chooses between a selection of pre made head and hair types for each class to stick on the body. (This keeps art quality high compared to ‘feature sliders’ while still having a personal touch for the player).

Heads - ~2000 tris with 512*512 Diffuse/Specular/Normal
Hair - ~300 tris with 256*256 Diffuse/Alpha
Body - ~6000 tris with 1024*1024 Diffuse/Specular/Normal

Depending on what class the player picks, and the level of their class , the armour and weapon specification can change, but the max is as follows:

Armour -  ~4000 tris with 1024*1024 Diffuse/Specular/Normal/Alpha
Helmet - ~ 1000 tris with 512*512 Diffuse/Specular/Normal/Alpha
Weapons -  ~ 750 tris with 512*512 Diffuse/Specular/Normal/Alpha

  • NPC

As this is an online only game there is not many NPCs, but one of the levels is based inside a gladiatorial arena. The stadium is filled with a crowd, 100s of NPCs. As there are so many NPCs the poly/texture budget has to be very small so not to effect performance.

Male - ~ 1100 tris with 512*512 Diffuse/Normal
Female - ~ 1100 tris with 512*512 Diffuse/Normal

Example of the male crowd character

  • Vehicle


Players who reach a certain level will unlock a horse to use.

Horse - ~ 5000 tris with 1024*1024 Diffuse/Specular/Normal/Alpha
Equipment - ~ 500 tris with 512*512 Diffuse/Specular/Normal/Alpha

  • Environment


There will be many different environments to reflect Britain at the time, such as thick forests, mountain ranges, small villages, fortifications and gladiatorial arenas. Triangle and texture budgets for these level would differ greatly as some levels have more detail than others.

Gladiatorial arena in its early development stage

  • Props


Many props will be scattered around the environment to make it more visually appealing. Below is just a few examples of them:

Selection of clay pots - ~ 1000 triangles with 512*512 Diffuse/Specular/Normal Tools - ~ 1000 triangles with 512*512 Diffuse/Specular/Normal Crates - ~ 500 triangles with 512*512 Diffuse/Specular/Normal


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