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CYBORG FPS GAME
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November Fall 2017 Final
Tags: Cyborg, FPS, Unity 3D, Game, Blender
Toolkits: Blender (Modeling) , Unity (C#), Audacity (Audio), Photoshop
Instructor: Ramsey Nassar
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PROCESS ( ITERATION FlOW)
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PROCESS (DETAILS)
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ITERATING 1.0
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View:
Building the first model - white wall & simple floor
Player - two guns selections; player’s movement - one enemy in the front (as a test)
Function : Enemy simple AI , start moving when player get close enough
Pickups: health, machine-gun ammo
Problem ( How we found problems? During the user-test class)
Enemy can only move towards the player and cross the wall
The speed of bullet is so fast that player can hardly pass
Shooting animation’s direction of enemy is wrong (can’t follow the correct target)
Simple gun without recoil
Direction misleading (lack of clear mapping direction)
No counting time, No add time objects
People are easily fail and get boring
Enemy could move only if player is in the certain area
Change:
Enemy can be flexible
Upgrade the enemy AI
Correct the shooting animation’s direction of enemy
Gun with recoil
Update the model and make it interesting (related to Cyborg World)
Add counting time and add-time objects
Trigger song
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ITERATING 2.0
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View:
Enemy can follow you and avoid crossing the wall (two kind of enemies in the map - shooter and charger)
Slower the bullet (make bullets slower but more and more popping up; change the bullet’s looking) !
Correct the shooting direction (change the character’s animation)
Gun with recoil
Update the model and make it interesting (related to Cyborg World)
Counting time and add-time objects
Trigger song (using audacity to add the voice)
Enemy can detect the player once they are attacked
Add MiniMap and direction
Add the next challenge after players find the way out (build the revolving exit direction)
Problem ( How we found problems? Ask many friends especially roommates 0 0.)
Players without FPS experience are hardly control the gun shooting because of the recoil
Enemies are too strong (especially the “charger”)
The textures of floor don’t work well
Enemies in bonus level is so strong
Players are hard to find the way out
Exit logo can be seen in the beginning (I guess it’s a bug = =/.)
Change
Create two modes for players (simple and hard)
Add Menu for players to choose
Record more voice and trigger
Change enemies damage output
Create an object, make an exit png file and build the material
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ITERATING 3.0
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View:
Build the menu with simple and hard modes
More voice
Lower enemies damage output
Change the exit file
Make the model more interesting
Problem ( How we found problems? Game testing on Thursday)
No clue whether the player shoots the enemies
Target crosshair is small
Wall are tall
Direction arrow is confusing
No standout text to indicate the health and bullets
Add one more final level
Add Map (+M)
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ITERATING 4.0
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View:
Better crosshair
VFX Feedback for hitting the enemy
UI upgrades
Standout text to indicate the health and bullets
Final level (The BIG BOSS)
Add Map (Keyboard.M)
Better animation for the player