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Fight for the Night - IGB300 Design Document Title Page By Lucky Duck: Joel Aldridge Michael Ashwin Brandon Court Paul Dalgety Conan Graham Jim Francois Szymanski

F i g h t f o r t h e N i g h t - I G B 3 0 0 D e si g n D ...€¦ · The Slasher 1 4 D - G a me p r o g r e s s i o n : 1 6 E - Me c h a n i c s : 1 7 Spreadsheet : Current Numbers

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Page 1: F i g h t f o r t h e N i g h t - I G B 3 0 0 D e si g n D ...€¦ · The Slasher 1 4 D - G a me p r o g r e s s i o n : 1 6 E - Me c h a n i c s : 1 7 Spreadsheet : Current Numbers

Fight for the Night - IGB300 Design Document

Title Page

By Lucky Duck:

● Joel Aldridge ● Michael Ashwin ● Brandon Court ● Paul Dalgety ● Conan Graham ● Jim Francois Szymanski

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Table of contents

Title Page 0

Table of contents 1

A - Introduction : Game Concept 3

B - Narrative 5

C - Character biographies: 7 The Alien 7 The Vampire 9 The Mummy 12 The Slasher 14

D - Game progression: 16

E - Mechanics: 17 Spreadsheet : Current Numbers 18 Arrow 19 Cannon 19 Slow 20 Shrapnel 20

F - Game flow: 21

G - Art style: 22

H - Appendices: 23 i) UI Elements Main Game 23 ii) Asset list: 24 iii) Project timeline: 24

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A - Introduction : Game Concept Fight for the Night is a 3rd person PvP tower defence game. In this game you will be pitted against an enemy player, each in your own arena. Each player will strategically place towers and fight alongside their towers to defeat enemy minions, while also sending minions to the enemy. Playing as one of the B-grade horror tropes, the Vampire, the Alien, the Mummy or the Slasher, the player will monitor the enemy player on the projector screen separating the arenas and adjust their strategy based on their strengths and weaknesses. On halloween night a competition is taking place between classic movie monsters that are seen as no longer scary. The Alien, the Vampire, the Mummy and the Slasher have taken to the place where their power was at its peak (a vintage movie soundstage) and will control and defend their own area while sending minions to attack the other monsters locations until only one base is left.

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Inspiration and References

B Grade Horror Films In our initial prototyping phase, a first person horror themed game was one of our possible pitches. Horror is an iconic genre, and many of the original horror antagonists remain prevalent in modern media, if in modified forms. By taking the classic B grade horror antagonists and using them as the player protagonists, we are able to achieve three things. Firstly, we create an immediately identifiable and relatable aesthetic to our game, with the silver screen sound stage and classic monsters. Secondly, the monsters of yesteryear have defined stereotypes, and those not only allow for intuitive character ability design, but an ease of player recognition. For example, it is completely intuitive for the Vampire to drain energy from his foes. Thirdly, the horror theme suits itself well to a inverted campy and comedic style of gameplay. With the theme of a low budget movie studio, effects and gameplay can be built around this for entertainment, with examples such as the floating prop minions and sound stage cures.

MAFA TD - Warcraft 3 Custom Games

(8 player main map of MAFA TD, in Warcraft 3)

MAFA TD was a custom game map made within Warcraft 3. It was a modification of the traditional wave based tower defence game mode, with the addition of Player vs Player multiplayer. While multiple player tower defence games have been implemented, they were based around seeing which player could survive the longest. MAFA TD allowed the player to invest excess or even a majority of their gold into offensive minions as well as towers. These minions gave the benefit of a permanent gold income, offering players the chance to diversify towards either large amounts of defensive towers or aggressive minion purchasing. Fight for the Night implements the MAFA TD player vs player system to assist in giving the game a unique spin. By adding an opposing and intelligent opposition control the incoming waves, the tower defence becomes a more fluid challenge.

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Orcs Must Die - Robot Entertain

(An example image of an Orcs Must Die gameplay scenario where the player is using the traps to kill

enemies.) Orcs must die is a single player or co-op tower defense game where the player holds off waves of orcs through their direct offensive actions and the placement of traps such as spikes. Much like Orcs Must Die, “Fight for the Night” is a third person tower defense siege game where the player (directly through a 3d avatar) defends their own base from incoming enemies by the use of placeable turrets alongside direct combat. The key point of differentiation for ‘Fight for the Night’ however is focus on player vs player gameplay. Fight for the Night gives this control to the opposing player creating a more dynamic approach to gameplay. Players can tactically plan how many minions and how powerful they will be providing a level of unpredictability that is often not as pronounced without a human directly influencing the game. The balancing of income will also be more important as the player has to keep the enemy occupied by spending income on minions while also spending income fortifying their own defenses. As players can see (but not directly interact with beyond sending minions to attack) the enemy base the ability to strategically send minions to play against the opponent's strengths and weaknesses (while they attempt to do the same to you) is core to Fight for the Night.

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(The image above shows how the each player can see what their opponent is doing using the old

style projector screen seen separating the players.) A minor point of differentiation from other similar games in Fight for the Night is the presence but underpowered player combat abilities. The focus is on tower defense more than other third person games which focus on the players direct combat ability but the ability to influence enemies by direct combat is also available (if not as powerful) many other tower defense games.

(Untextured example of the initial tower before any upgrades are applied.)

The major initial draw factor in Fight for the Night is the games thematic elements centred around classic horror movie monsters within a vintage soundstage set. This game is not directly aimed at any particular age bracket, but will likely appeal more to a teenage to young adult audience. Due to the ambience of the game, people who liked classic B movies or are interested in a more unique style of TD are targeted. The PVP Tower Defence genre is broad enough to attract several communities of players, and there are a vast array of different TD games, by giving our game a unique setting and player interaction within the TD game we are hoping to give these players a new and interesting experience.

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B - Narrative As TD games are generally focused on gameplay over direct storytelling, the narrative of Fight for the Night will be communicated to the player for the most part through the game design. The general plot behind why the events in the game are occurring is that the various no longer considered scary movie monster archetypes have come together, back to the soundstage where they were once feared, to battle each other for the chance to be seen as being scary once more. Initial Concept: We’re bringing back the old scares, the people you have forgotten about and left out in the cold. In this event we will pit these old scares against each other and watch them every step of the way, to find out once and for all… who is the real bump in the night that makes you scream. Each of these monsters have divulged their intentions and have even signed waivers, there’s no holds barred in this one folks. Each of our “heroes” will attempt to defend their base from the onslaught of incoming enemies from the others in an attempt to outlast and defeat their opponents. Who will make it to the end, who will conquer your fears and bring themselves into the spotlight (maybe not the vampires). Play and find what makes these monsters tick. The overall concept of once scary monsters from an earlier age in cinema is conveyed through the location of the game. The gameplay takes place within a vintage film set, with backdrop image screens, wooden props and other distinctly older film set visuals such as cheap looking special effects from the time period. The story is done from the point of view of a reality tv producer in which he is bringing together scary B grade monsters who want to be scary again, letting them fight in the arena to decide the winner.

(Environmental mood board - focusing on the endearingly ‘cheap’ special effects that will create the

B-grade environment that we are trying to replicate.)

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C - Character biographies:

1) The Alien

Element Description

Character Name The Greys

Character description Now, these Greys found us, when we were deciding who to take on this journey we were

confronted by the Greys. They told us that they have been here the entire time, a shadow

government controlling the world. We weren’t going to select these guys to join us in the arena

but the morning after meeting them I woke up with an inescapable thought that I must have these guys…also that I was feeling sore and should

really buy some softer chairs.

A middle ground character focusing on Minion Control, Damage buffs, targeting, knock back,

abduction

(Concept art)

Character Movement Speed Fast movement speed

Character Attack Speed Slow attack speed

Character Range Medium attack range

Abilities Passive: Learn and adapt Weak Auto attacks deal 6 damage per hit, but a stacking damage buff of +2 Damage with each

consecutive hit.

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Ability 1: Targeting Laser

A single target laser that focus turret fire on the enemy. Red aura ring with a Target floating

above. Cooldown of 10 seconds. Multiple Uses per Wave.

Ability 2: For Science! Probe an enemy, and gain increased damage against that type for 30 seconds. Metal tool in

touch range. Blurred out probe :lewd: Cooldown of 40 Seconds, non permanent uptime.

Ability 3: TK Mindblast A telekinetic mind blast, pushing enemies back. Grey puts fingers to temples and palms out a

force wave. Cooldown of 50 Seconds, Backup CC minions for protection or focusing damage.

Ultimate: Abduction

Call in your saucer to abduct X strength of enemy minions and send them to your opponent. Floating

abduction ring-beam in the classic style. With shade of UFO? Cooldown of 150 Seconds,

Ultimate ability major swing possible of stealing high value enemy units.

Character Model

(Early iteration of the Alien)

(Current Model in Unity)

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Character Animations Moving, attacking https://www.youtube.com/watch?v=ifCArW85a68 https://www.youtube.com/watch?v=k7zol-ufWYI https://youtu.be/9z0_fzKvhNg

Character Sounds Effects Audio SFX have been created for the Alien’s abilities character screen.

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2) The Vampire

Element Description

Character Name The vampire

Character description Our resident vampire wants everyone to remember just how scary they are, movies

nowadays don’t truly represent the profoundly wickedness of these guys. For so many years now the vampire has been taken to this twilight

twinkle light where they aren’t necessarily the big bad. The Nosferatu have been watching this

unfold and can no longer stand idly by in the dark and let this happen to their kind. We are joined by the vampires in this arena of battle ready to fight

for the preservation of the Nosferatu vampire reputation. Beware what goes bump in the night, always be prepared or you may end up a vampire

too.

A fast paced character focused on income generation and powerful attacks.

(Concept art)

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Character Movement Speed Fast movement speed

Character Attack Speed Fast attack speed

Character Range Short range

Abilities Passive Ability: Bloodthirst Killing a minion with the Vampire increases the

Vampire’s damage by 5, for 10 seconds. This can stack up to 3 times.

Ability 1: Compelled Glare at an enemy minion to stun it for a short period of time unable to move. Short cooldown.

Multiple Uses per Wave. Ability 2: Echolocation

The vampire lets out a high pitch scream showing the weak points of his enemies, making minions

take increased damage from all attacks for 5 seconds. Short cooldown, multiple uses per wave.

Ability 3: Dark Rush Increases attack speed and movement speed for

a short period of time. Ultimate: Kiss of the Vampire

Vampire bites the enemy sucking resources from the minion. Can be used on greater and minor

minions. Channeled cast lasting until the minions health is 0. Use it on a higher health minion for

greater effect. The longer the vampire is attached the more income that is absorbed. 90 Second

cooldown.

Character Model

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(Placeholder image until completion of Vampire character)

Character Animations No character animations have been completed for this character yet.

Character Sounds Effects No character audio has been done for the Nosferatu Vampire at this stage.

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3) The Mummy

Element Description

Character Name The Mummy

Character description I didn’t believe it but the mummy returns. I met with our Mummy and she really showed us that

she belongs in our arena. After hundreds of years in a box you might have some pent up energy as

well. Our Cleopatra esque guest has something to prove, that she won’t me messed with and that the

other contestants will need more than a couple bandages once she is done with them. She is

ready to get out and show the rest of the arena what she’s got.

A fast paced character focused on income

generation and powerful attacks.

(Concept art)

Character Movement Speed Slow movement speed

Character Attack Speed Slow attack speed

Character Range Long range

Abilities Passive Ability: Egyptian Engineering

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Towers cost 10% less to purchase Ability 1: Bandage Toss

Glare at an enemy minion to make it stunned for a short period of time unable to move. Short

cooldown. Multiple Uses per Wave. Ability 2: Empower

Increase a tower’s damage and rate of fire by 50% for 10 seconds.

Ability 3: Touch of Cleopatra Curses the enemy to take 20% more damage from all sources for 10 seconds. If the enemy

dies, the curse moves to the next closest enemy. Ultimate: Unleash Plague

Unleash a swarm of poisonous insects that slow down all enemy minions movement speed while

eating away at their health.

Character Model

(Placeholder image until completion of Mummy

character)

Character Animations No character animations have been completed for this character yet.

Character Sounds Effects No character audio has been done for the Nosferatu Vampire at this stage.

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4) The Slasher

Element Description

Character Name The Slasher

Character description Where did all the slashers go? When did they become a B rated movie character? Well, no more

shall they stand for it. These guys are coming back with a slash, the likes of Jason Voorhees and Freddy Krueger would be proud of our little

slasher. We didn’t want to get too close during the interview for obvious reasons but rest assured this guy is ready and willing to hack and slash his way

to the top.

The slasher is built around heavy damage and bloodshed, uses powerful attacks to take on

hordes of minions.

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(Concept art)

Character Movement Speed Medium movement speed

Character Attack Speed Fast attack speed

Character Range Melee

Abilities Passive Ability: Bloody Valentine While attacking enemies from behind Slasher

gains increased damage and movement speed. Ability 1: 13 Slashes

The Slasher unleashes a flurry of messy and bloody deathblows, damage ramps up over the

duration of the attack. Ability 2: Scream For Me

The slasher strikes fear into his enemies causing them to flee for a short period of time.

Ability 3: Evil On Two Legs

Charge an enemy stunning in for a short duration. Ultimate: Spectacular Slaughter

The Slasher becomes empowered gaining double damage and the movement speed from his

passive. Each enemy killed extends the duration for 2 seconds. 100 second cooldown.

Character Model

(Placeholder image until completion of Slasher

character)

Character Animations No character animations have been completed for this character yet.

Character Sounds Effects No character audio has been done for the Nosferatu Vampire at this stage.

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D - Game progression: As the gameplay in Fight for the Night is based around balancing income on either attacking the enemy or defending their own base The gameplay challenge within Fight for the Night unfolds exponentially over time, tied to each players resource management. As the game progresses each teams decisions on how to balance attack and defense will have a larger impact on the difficulty of the round. The difference in each teams approach will become more apparent as the round goes on and they have more resources to manage, increasing the difficulty and the need for strategic play.

This model details how the gameplay progresses with the players looping through purchasing / upgrading towers and sending minions to the enemy base until one side loses (Monster and towers detailed below).

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E - Mechanics: The main mechanic of the game is centred around resource management. The player must decide how to manage their income to both defend their own base through the purchase and upgrading of towers and attack the enemy by sending minions of varying power. This can be seen by the graph found above. The player also has the ability to upgrade the towers they place - culminating in the choice between 2 different styles of final upgrades. It is important to note that any minion or monster killed by a tower is considered killed by the player, granting him the bounty value. Additionally, as shown in part C, the player will have access to a panel of abilities depending on the hero he chose at the beginning of the game. Each ability possessing its own effect, cooldown and damages.

(Example of Monster values and stats)

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(Example of a Tower upgrade)

Spreadsheet is Current Numbers

Tower Cost (In Gold)

DMG Range ROF Effect

Arrow 1 50 10 10 20 -

Arrow 2 60 12 12 20 -

Arrow 3 80 15 15 20 -

Sniper 100 40 40 30 Execute Chance

Multishot 100 20 15 10 Double Tower

Cannon 1 80 20 15 10 AoE: 20

Cannon 2 80 30 18 10 AoE: 20

Cannon 3 100 40 20 10 AoE: 20

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Mortar 150 80 40 5 AoE: 40

Tank 150 50 30 20 AoE: 20

Shrapnel 1 80 20 5 20 360 Fire

Shrapnel 2 80 25 5 20 360 Fire

Shrapnel 3 100 30 5 20 360 Fire

Inferno 150 30 5 20 Repeat DMG x2

Knocker 150 50 5 20 Push Back

Slow 1 60 10 20 20 DMG to Move Speed

Slow 2 60 10 20 20 DMG to Move Speed

Slow 3 80 10 20 20 DMG to Move Speed

Grease 120 20 20 20 DMG to Move Speed, AOE

Freezer 120 100 20 20 DMG to Move Speed

Arrow Overview - Basic Tower. Fires ‘bolts’ at the closest enemy.

T1 - 50 Gold - Model - Large mechanical Crossbow - Crossbow with no shoulder stock, replaced

with a rotating gear. Animation is rotate gear, crossbow arms lean back and string pulls back. Swivels on centerline

- Mechanics: Damage 10, Range 10, ROF 10, Effect:

T2 - +60 Gold - Model - Heavier bow arms - Mechanics: Damage 12, Range 12, ROF 10, Effect:

T3 - +80 Gold - Model - Steel bows arms - Mechanics: Damage 15, Range 15, ROF 10, Effect:

T4 Sniper +100 Gold - Model - Heavy larger ballistae, fires massive over piercing spears

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- Mechanics: Damage 50, Range 50, ROF 5, Effect: Pierces through enemies, deals 5 less damage each hit

T4 Multi-Shot +100 Gold - Model - Tower with Twin T3 bows on each side, double shot - Mechanics: Damage 15, Range 15, ROF 20, Effect: Fires at two different targets, can

target same.

Cannon Tower T1 - 80 Gold

- Model - Small Naval Cannon - Mechanics: Damage 10, Range 10, ROF 1, Effect:

T2 - +80 Gold - Model - Large Naval Cannon - Mechanics: Damage 10, Range 10, ROF 1, Effect:

T3 - +100 Gold - Model - Artillery style Cannon - Mechanics: Damage 10, Range 10, ROF 1, Effect:

T4 Bombard +150 Gold - Longer range higher AoE and Damage, Slower ROF

T4 Artillery +150 Gold - Increases Fire Rate Reduces AoE

Shrapnel T1 - 80 Gold

- Model: Slingshot style filled with Shrapnel - Mechanics: Damage 10, Range 10, ROF 1, Effect:

T2 - +80 Gold - Model: Rails filled with Shrapnel - Mechanics: Damage 10, Range 10, ROF 1, Effect:

T3 - +100 Gold - Model: Launchers filled with Shrapnel - Mechanics: Damage 10, Range 10, ROF 1, Effect:

T4 Pushback +150 Gold - Model: A Large Claymore Mine style - Slows and Or Pushes back

T4 Burning +150 Gold - Model: Mounted Flamethrower.

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- Continuous Damage Debuff

Slime Tower Overview

T1 60 Gold - Model: Water Gun style hose and tank turret. - Mechanics: Damage 10, Range 10, ROF 1, Effect:

T2 +60 Gold - Model: Larger réservoir tank - Mechanics: Damage 10, Range 10, ROF 1, Effect:

T3 +80 Gold - Model: Double tanks supplying turret. - Mechanics: Damage 10, Range 10, ROF 1, Effect:

T4 Grease Trap +120 Gold - Model: Large Tank Fueled Hose, semi continuous stream - Slowing Zone

T4 Freezer +120 Gold - Colder Scheme, Nozzle replaced with Ray Gun style attachment - Freezes enemy in place

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F - Game flow:

(The map above is the layout of the arena that player will be put in individually, and then mirrored for the other player.)

The maps provided above shows how the flow of the game will take place. The enemies will spawn / be sent by the enemy at the yellow circle and take either of the white paths to red and attempt to destroy the base. The green areas of the image above are where towers can be placed for a cost. The player is free to move anywhere on the map, though strategically placing towers will be a benefit when defending from the enemy.

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G - Art style: The art style, as described in part b is centred around an early era film set, complete with the obviously fake props and special effects. This will be bolstered by a medium poly art style that similarly does not look too realistic. Using different filters and environmental details such UFO’s hanging on strings as a minions the aim is to give a B-grade movie feel.

(The above image shows a prototype of the arena setting currently in-game)

(The above image is an example of a soundstage that we’re trying to replicate in the environmental

details.)

(The above image is an example of one of the models created to act as a minion for the Alien.)

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H - Appendices:

i) UI Elements Main Game

Timer Will be used to keep track of the current time in game.

Public variable. Can be any type of Time variable if it keeps tracks of seconds.

Will range from 0 to XX:XX minutes

Gold Counter Each player will have an individual gold counter. The shop and the Timed Income will access the gold counter. The shop will reduce the number of gold while the Timed income will add gold

Int variable. Will range from 0 to X.

Timed income Each player has a separate Timed income. It will increase the more monster the player sends. It will be displayed next to the Gold Counter to give the player information about what’s his next gain is going to be.

Int variable Will range from 10 to X.

Timed Income Timer Will be next to the Timed income, will show the number of seconds before the next income

Time or Int variable Will range from X to 0.

Spells All 5 spells for the players. Each spell

/ /

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will have a picture and a description.

Spells cooldown (4 different)

Each player will have 4 spells that will go on cooldown when used. A number of second will be shown on the picture of the spell to indicate when the next use will be available

Time or Int variable Will range to X to 0. (When it reaches 0, the spell become available and the 0 is not shown)

Minimap A small version of the map to keep track of the enemies’ position.

/ /

Minions and monster Health bar

A small green health bar above the minions and monsters to keep track of the damages

/ /

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ii) Asset list:

https://docs.google.com/document/d/19gIrvHhn8xWQek3jIEKPNChBrTMtBQVlN7vROLJUGbg/edit

iii) Project Timeline - IGB301:

Jim - IGB301 Week 1:

● Merge with Joel all the work done during the semester break, fix any bug and do a long group meeting to be sure everyone knows where the game is going

Week 2: ● Start to implement the remaining abilities for the Alien and start the abilities of the

next hero

Week 3: ● Continue working on the second hero abilities and start working on the 3rd hero

abilities

Week 4: ● Finish working on hero abilities and start doing some work on Monsters

Week 5: ● Finish work on monsters and organize a playtesting session to get feedback on the

upgraded version

Week 6: ● Modify the game by taking into account the playtesting, and do some work on the

map design

Week 7: ● Have a finalized / nearly finalized map with sufficient monsters type and 3 heroes

implemented in game. Bug fixing and balance.

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Paul - IGB301 Week 1:

● Finish texturing models ready to be swapped into the game files with the untextured models.

Week 2: ● SFX for the Vampire’s abilities done. ● Finish any texturing from previous week.

Week 3: ● Model and texture objects for hero bases.

Week 4: ● Finish SFX for interactions with towers and minions.

Week 5: ● SFX for new character done.

Week 6: ● Finalise changes to characters for balancing. ● Final hero implemented.

Week 7: ● Make sure everything is ready for final presentation. ● Setup playtesting document. ● Create promotional content for the game.

Brandon - IGB301 Week 1:

● Finish the vampire model and textures and begin work on animations Week 2:

● Unique animations for vampire abilities; 1, 3 and ultimate ability. Week 3:

● Model and texture the Mummy character Week 4:

● Animate Mummy; run, ability 1, 2, 3 and ultimate Week 5:

● Model and texture the Slasher character Week 6:

● Animate Slashers passive attack, ability 1, 2 and 3 Week 7:

● Character polish and other asset modeling if needed Conan - IGB301

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Week 1:

● Finish texturing models ready to be swapped into the game files with the untextured models, and ensure new models are prepped for development.

Week 2: ● Modelling weapon variants for towers. ● Modelling tower variants - custom towers for the completed characters.. ● Finish any texturing from previous week. ● Map Design Concepts.

Week 3: ● Model and texture objects for character bases. ● Make necessary visual tweaks. ● Modelling weapon variants for towers. ● Modelling tower variants - custom towers for the completed characters.. ● Finish any texturing from previous week.

Week 4: ● Modelling - general items or character weapons. ● Finish any texturing from previous week. ● Map Creation via Branch file.

Week 5: ● Playtest Planning, and creation of necessary elements for polish. ● Map Tweaking and further concept designing for possible future maps.

Week 6: ● Visual tweaking and item placement for map environments. ● Finalize models. ● Finish any texturing from any of previous weeks.

Week 7: ● Playtest Planning, and creation of necessary elements for polish.. ● Create the promotional content to sell game concept to playtesters, and to add

professional polish. ● Implement any changes necessary before we head into playtesting.

Michael - IGB301 Week 1:

● Collate and organise work done over the semester holidays. ● Polish and finalise poster style art. ● Final Game logo.

Week 2: ● Finalise Character abilities and effects. Test Alien ability balance ● Map out and design animations for the second implemented character with animator. ● Design Menu and UI final versions

Week 3: ● Finalise Tower designs and ensure every tower is implemented. ● Set up all tower numbers and interactions/overlaps with each other and hero abilities. ● Work on third hero implementation.

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● Implement Menu and UI options. Week 4:

● Begin full game length playtest of implemented heroes, ensuring PvP works. ● Begin balancing of the multiplayer aspect. ● Design second, larger game map.

Week 5: ● Gameplay balance and implementation. ● Fourth hero implemented. ● Ensure every hero has a visual cue for each ability ● Design third, short style game map.

Week 6: ● Ensure all hero abilities are implemented and have animations. ● Aesthetic polish, finalising map details for external playtesting.

Week 7: ● Set up questionnaires and repositories for External Testing and Reviewing. ● Ensure that Game feel and satisfaction is present. ● Fine Tune Balance.

Joel - IGB301 Week 1:

● Combine semester break changes with Jim and make sure all new functions are correct on the networking

● Create a more fitting win / lose screens Week 2:

● Implementing new Menu screen / network interaction ● importing new team assets

Week 3: ● Bug fixes ● confirmation / finalisation of all parts of prototype up to this point

Week 4: ● Smoothing network play for best possible player experience

Week 5: ● Implementing the player character selection screen and connecting the players

selected character to the network Week 6:

● Bug and exploit fixes based on playtesting ● Modifying variables based on playtesting

Week 7: ● Finalising all content on the network ● Bug fixes

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