Technical Design Document for:

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Dec 10, 2013 (3 years and 9 months ago)

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Technical Design Document for:



Bullet Ride






All work Copyright ©2
006

by
Team Loan Pack


Design by
Byron Munsie

Alessandro Ciavola Pennelli

David Hinds

Hampus Gross

Pedro Arimany



Ar
t by
David Hinds


Written by
Byron Munsie

Alessandro Ciavola Pennelli



Version # 1.00

C
opyright (C) 2013

Bullet Ride



All rights reserved



Confidential

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Bullet Ride

Table of Contents


1

DESIGN HISTORY

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DEFINED.

1.1

V
ERSION
1.00

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RROR
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OOKMARK NOT DEFINED
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1.1.1 Version 1.10

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1.2

V
ERSION
2.00

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RROR
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OOKMARK NOT DEFINED
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2 GAME OVERVIEW

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3

2.1

H
IGH
C
ONCEPT

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__
3

2.2

G
ENERAL
T
ECHNICAL
O
VERVIEW

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____________________
3

FEATURE SET

________________________________
________________________________
______________

3

2.3

G
ENERAL
F
EATURES

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______________________________
3

Fast On
-
Rails Movement/Turbo

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_______________
3

Speed is Life

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_
4

Environmental Destruction/Impact

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__________
5

Ricochet Mechanic

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____________________________
6

First Person Camera Moments

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________________
8

Score

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__________
8

3 CAMERA

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_________________

10

3.1

O
VERVIEW

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_____

10

O
N
R
EIGNS
C
AMERA

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_

10

C
AMERA
P
OSITIONS

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_

11

Technical Implementation Plan

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__

14

F
IRST
P
ERSON
C
AMERA

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_______________________________

14

THE GAME WORLD

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15

3.2

O
VERVIEW

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_____

15

Technical Implementation Plan

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15

4 GAME CHARACTERS

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15

4.1

O
VERVIEW

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15

4.1.1 Technical Implementation Plan

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16

5 USER INTERFACE
-

CONTROLS

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16

6 AUDIO

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17

6.1.1 Music

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__

17

6.1.2 Game World Sounds

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____________________

17

(1)

Ambient Sounds

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________________________

17

(2)

Character Sounds

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_____________________

18

(3)

Object Sounds

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_________________________

18

6.1.3 HUD and Menu Sounds

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_________________

19

7 TESTING

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________________

19

7.1

O
VERVIEW

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_____

19

8 APPENDICES

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21

8.1

G
ENERAL INFORMATION

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__________________________

21

8.1.1 Pipelines

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21

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8.1.2 Rendering System

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21

8.1.3 Time Estimate

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21

8.2

A
PPENDIX
A


NOTES ON PROTOTYPES

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21




Game Overview

1.1

High Concept

Bullet Ride (BR)

is a single player, third person, action game for the PC and
Xbox

market. The
player takes on the role of a Bullet Rider, a small person that runs on top of a bullet that must guide the
bullet he is riding to his target. The
player must evade obstacles, cra
sh through
weak

objects, and ricochet
off of metallic surfaces a
s they try to lead their bullet to their objective.

1.2

General Technical Overview

BR

will be utilizing the Unity 4.0 Engine.

The game is being developed for

Xbox, and

PC with
Keyboard and Gamepad support, and may also be ported to Ios, and Android platforms.

Bullet Rider is meant to give the player the feeling of riding a bullet which is a hard feeling to
create due to the high speeds a bullet travels at. This is what makes Unity such a perfect choice
for an engine, the “pro assets” come with many visual filt
ers such as “motion blur” and “depth of
field” which are easy to apply and tweak.

U
nity also has great support for porting to Ios and Android, plus it makes programming for
gamepad extremely ea
sy which is important since
testing with a gamepad makes the p
roses a lot
more enjoyable and accurate to the final product due to the game pads analog stick.

Another advantage to using Unity is
it uses C# which
is
a simpler language to program in
,

and in
comparison to Unreal’s “U
-
Script” it’s a lot more relevant.

Fro
m a visual perspective unity is a great and easy to use particle system, which is a big deal
since BR has a lot of particle effects that get emitted from the bullet as it skims against other
objects. Unity also has a great pipeline when it comes to importi
ng assets from Maya. This is very
important to us since are artist is doing all of the assets in Maya.


Feature Set

1.3

General Features

Fast On
-
Rails Movement
/Turbo


Time estimation for the
following features:
100

Hours

for

Programming
, 5
hours Design


Movement:
Due to BR being such a fast paced game the controls have to feel smooth and accurate so the
player can fit through s
mall places. Since the player is technically controlling a bullet
, we want to mimic
how a bullet moves and what would make sense i
f someone could mount and ride

it
.

We do this by only
having player able to strafe left and

right (
the bullet

never rotates around
y
), but while moving up/down
the
bullet

will tilt (around
x
) in the inputted direction.


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Bullet Ride

The players
speed

is stored as a va
riable due to it being changed constantly by how well the player is
doing.
The player move
s

forward along
their
z
automatically at a constant
acceleration

of
10

unit
s

a
second
till th
eir
speed
variable

reach
es the

top

spee
d

of
100
,
it takes approximately

10

seconds to reach
top

speed.

When the player leaves the gun at the start of the level they are already traveling at 70 units per
second.


M
otion blur wil
l always take up a minimum of 25
% of the screen, and while at
top

speed

will take up
40% of the scre
en
.

The blur is thickest at the edges of the screen and fades to clear around the player.


The bullet is controlled with the
Left Joystick
(Gamepad), WASD (PC)
. To enter “Turbo” (see below) the
player holds
“A”

(Gamepad), “Shift” (PC).


Turbo:
While the pl
ayer is in turbo mode (holding “
A
”) the
player’s

acceleration
increases
by

5
0% and
the
top

speed
increases to 200
. But the player loses 75% of their “maneuverability”.


The camera moves up closer to the b
ack of the player (see third
-
person turbo camera
) and the
motion blur
consumes up to 60% of the screen. While the player is at
top

speed
the camera will shake around
(restrained within 10 pixels) creating the feeling of
traveling at extremely fast
!


While in “turbo” there are beneficial effects of colli
ding with “breakable objects”
and “ricochet points”
(see
speed is life

feature
).




Implementation Plan

Part 1: Create a simple Unity prototype that has the player moving down a set speed along their
z

axis
at
an acceleration with a top speed,
and can be controlled to stafe left to right and tilt up and down.


Part 2:
Add

collision between the player and their environment. Although the player will be able to go
through the environment in the game, this is important to test controls and see what
happens when the
player collides with different objects at these high speeds.


Part 3: Implement motion blur/field of view. This is necessary during this stage of development because it
makes creating a sense of speed much more clear, which is one of the m
ost important aspects of the game.

This allows us to know how fast we will have to make the player go to make it “feel fast”.


Part 4:
Construct a turbo variable that is active while the player is holding the “
A”

button. While active
the player accelerati
on and top speed increase to a tweak able variable. Also turbo should restrain the
players movement along the
x/y
axis by 75%.


Part 5: Have the motion blur consume more of the screen while in turbo without greatly obstructing the
players vision.


Part 6:
Tweek the values so the transition into turbo feels as smooth as possible while still retaining the
feeling of an increase in velocity.



Speed is Life

Time estimation for the following features:
80

Hours

for

Programming
, 12
hours Design


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Bullet Ride



In BR your
speed

is all you have, and it acts as the player’s

health

.

The players
speed
is
stored in a variable called
speed units

(su).

The better the player is doing the fast
er

they will go,

and
the
more “health” they will have. Objects in the environment that th
e player collides with will have different
effects on the players
speed
.

If the players
speed units

hits <= 0, the player spirals down into the ground.



There are 3 types of environmental objects in BR:
weak, strong,
and

solid.
If the player hits any obje
cts
while not in
turbo

they lose
a
certain

amount of speed
: weak
-
10
%
su
, strong
-
3
5su
,
solid
-
10
0su
.
The
player is never stopped by these objects they only effect their
speed
.


Weak Objects:

These objects are made out of clay and glass
,

making them distinctive in the
environment.
While in
turbo

the player can destroy
them
by colliding into them head on. Doing this
benefits the player by increasing their total speed by 100% but

it

only last
s

5 seconds till it descends back
to the player’s

top speed
(this takes 2 seconds)
.

If the player is running into multiple
weak
objects
before
the 5 second bonus has worn off
,

the bonus stacks, but the 5 seconds only resets to 5, and never stacks.



Strong Objects:
These are made of wood, drywall, and pl
astic. If the player hits these while in turbo the
y
loses 10
speed units
.


Solid Objects:
They are made of metal or cement.

If the player hits these while in turbo they lose 50su.


Implementation Plan


Part 1:
Using the prototype created for movement, add

3 unique materials to the environmental obstacles
to represent the weak, strong, and solid objects. Then replace the c
olliders with trigger volumes that effect
the players speed when going through them.


Part 2: Have collision with
the different object ty
pes subtract their given value from the players
speed
.


Part 3
: Create a “game over” effect when the players speed is <=0
, then implement the proper animation
the Bullet Rider has as he spirals to the ground.




Environmental Destruction
/Impact

Time estimation for the following features:
80

Hours

for

Programming
, 12
hours Design

T
he player can go through

all objects in the environment.
Weak objects

will have their own individual
destruction animations made in Maya so they can properly explode with impact of the bullet.



The
strong,
and
solid

objects

are handled differently though. Since they are always too big to see the
entire object when you hit
it,
having destruction animations is not only unrealistic but unnecessary.
Instead we will use particle effects that fill up the foreground

of the screen. It will take 1 second for the
player to travel through these objects and that’s how long the particle

effect will stay on the screen for,
before fading away off the edges of the screen (takes 0.3 seconds).


The bullet itself has 2 hit boxes on it,
one on the tip of the bullet and another that surrounds the side. T
he
above only happens if the object collid
es with the hit box on the tip of the bullet. If the objects collide
with the hit box that surrounds the sides of the bullet

a particle effect gets emitted from the point of
impact. This effect looks like sparks flying off the bullet, the effect remains as

long as the player is still
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Bullet Ride

touching the object, as soon as the bullet is no longer making contact with the object the effect stops
instantly.




Implementation Plan


Part

1: Create
“collision volume 1” which is created around the tip of the bullet. Then

create “collision
volume 2” which surrounds the sides of the bullet (see diagram above).


Part 2:
Import the destruction animations for the
weak objects
from Maya.


Part 3:
If collision volume 1 collides with a
weak object

then play the destruction animation for the
collided object. If it collides with a
strong or solid object

have the particle effect fill the screen for 1
second before fading out the edges of the screen.



Part

4: If collision volume 2 makes contact with a
ny surface have it emit the chosen particle effect form
the point of impact.



Ricochet Mechanic


Time estimation for the following features:
80

Hours

for

Programming
, 12
hours Design

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Bullet Ride


These are obstacles that are in the way but are conveniently angled so that a ricochet effect occurs which
changes the bullets path. The purpose of the ricochet is to break up the level pacing and also make it seem
logical for a bullet to travel through so
mething like an apartment without giving the player too much
freedom with changing the bullet path.


u/S= (Unity) units per second


How it works; the level designer choose
s

the rotation of the object by placing the Z axis in the new player
direction and h
e tags the object with the name “RicochetObject”, by doing that the script automatically
change direction of the player when there is a collision with the player’s character.

The animation of the impact lasts 0.2 seconds with a sound effect that lasts 1 se
cond; also the impact
shows a little particles effect with sparkles to give a visual feedback of the collision to the player.

The player’s character turning duration is 0.1 seconds.

When player collides with a ricochet trigger his acceleration increases by

20% for next 3 seconds, and
after this time the acceleration comes back to the original value.






Y axis: Speed points

X axis: Seconds

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Bullet Ride



First Person Camera Moments

Time estimation for the following features:
80

Hours

for

Programming
, 12
hours Design

Throughout the level there are
collision volumes that make the camera zoom into a first
-
person position.
The camera will be place
d

at a third of the length of the bullet from the front (where the Bullet Rider’s
head would be while lying down).


The
collision volumes are placed in tight areas, where the player would benefit from a first
-
person camera
due to making quick accurate movem
ent, such as a vent with fans (see First Person Camera)
.



Implementation Plan


Part 1:
Create a “first person collisio
n volume” and have the level designer place it in its proper position.


Part 2:
Add code to the “main camera script” that on collision with the “first person collision volume”,
have the camera “lerp” to the first person camera position and have it take
0.5 seconds.



Score

Time estimation for the following features:
80

Hours

for

Programming
, 12
hours Design

Just as
speed
is health it also is the main
source of the players score. Their score is constantly increasing
per second, and the better the player i
s doing the more score they will gain per second.


While the player is
accelerating

they will only gain 60
points per second

(pps)
. Alt
hough once they reach
top speed
they will
gain 100pps. So the player will always be gaining at least 60
-
100pps. Then in a
ddition
to that if the player is in
turbo

they will gain an extra 75pps.


There are two ways to more ways the player can add to their
points per second,
by staying in
turbo

or
at
top speed

for
prolonged periods of time.





While in Turbo




While at Top Speed

>5 seconds

+25pps


>10
seconds

+25pps

>10
+55pps


>20
+55pps

0
50
100
150
200
250
300
1
2
3
4
5
6
7
8
Speed

Speed
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seconds

seconds

>15
seconds

+82pps


>30
seconds

+60pps

>20
seconds

+120pps


>35
seconds

+75pps

>25
seconds

+175pps


>40
seconds

+100pps

>30
seconds

+250pps


>45
seconds

+130pps




>50
seconds

+145pps




>55
seconds

+180pps




>60
seconds

+250pps






The player can gain a temporary point multiplier

by smashing into the
weak objects
.
Hitting one
weak
object

gives the player a

X2 multiplier that lasts 5 seconds. For each
weak object

they hit within the 5
seconds

the multiplier goes up by one (X3, X4, X5, X6 ect…), and the 5 seconds resets.


The score should range from 80,000


9,000,0000 depending on how good the player is. Wi
th newer
players only getting 80,000


200,000, experienced players get 200,000


1,000,000, and pro players
hitting scores over 1 mil.


Implementation Plan


Part 1:
Add some “OnGUI” code that displays a float that represents the players score

in the top l
eft
corner of the screen. Have it starts as 0000000000.


Part 2:
Create
a float for
points per second

that starts at 60. Then create a
Booleans for
top speed, and
turbo.

Part 3:
Have the score increase 60 points per second until they reach
top speed

then that increases to 100
points per second.


Part 4:
Create
two floats that stores time elapsed, one for time in
turbo

and the other for
top speed
.
Then
while the player is in those states, apply the score bonuses in the table above to the player’s
point
s per
second
.

Part 5:
Add code to the player’s script that adds a multiplier to the
points per second

starting at X2 for
each time the player collides with a
weak object
. Have the multiplier disappear after 5 seconds without
hitting a
weak object.





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Bullet Ride

2

Camera

2.1

Overview

Bullet Rider’s camera is from a 3
rd

person perspective, but changes depending on where the player is and
whether or not they are in
turbo
. The camera modes are:
Third Person
,

Third Person Turbo,

and
First
Perso
n
.

On Reigns

Camera

This
camera feature applies to the third person cameras. It gets its name because it is meant to mimic the
feeling of being on a chariot being pulled by
a bullet so it swings around like it is
attached to reigns. While in turbo the reigns
tighter and the camera

gets pulled closer to
the bullet.

The camera is always trying to center itself
at the idle position of 3 “bullets” behind the
player and 1 above (default position). When
the player strafes to the left or right the
camera slides in that direction. The reig
ns
are 4 “bullets” long, therefor if the camera
becomes 4 “bullets” away from the player
the camera gets tugged back toward the
default position (takes 0.3 seconds for the
camera to move back to the “default
position”). If the player doesn’t move far
enoug
h to pull the reigns to the max, the
camera moves back toward the idle position
as soon as they stop pulling away from the
camera.

The camera will have its own
hit box;

t
his is to avoid having the camera cli
p with walls.

Since

the player
can travel through

all environmental objects
the camera’s hit box will be “tagged” to only block against
walls.













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Bullet Ride



Camera Positions



Third Person Default:
This is the def
a
ult camera mode. The camera is 3 “bullet
s


behind the player and
1 bullet above
. T
his
places the character at 1/4
th

above the bottom of the screen while idle.

The camera
has a “field of view” of 50 (in Unity).



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Third Person Turbo:
In the same way the player

s mobility gets tighter while in turbo, so does the
camera.

Once
turbo

is press
ed the

camera zooms in so it is only 1 “bullet
” behind the player and moves
down ¼ a bullet (the zoom takes 0.5 seconds).


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Bullet Ride

Technical Implementation Plan

Part 1: Create a “main camera”
that takes a target “game object” which gets set to the bullet.
Then place
the camera at the default position of 3 “bullets” behind the player and one “bullet” above.



Part 2: Make a “script” for the camera that has it follow its “target”
. In that script create a
float
variable
that stores th
e length of the camera’s r
estraints which has a default value equal to the default distance of
the camera from the bullet. Then create a
“Boolean” that equals “true” if the player is traveling at “top
speed”. While this Boolean = true, have the bullet
s retrain variable changes to a
llow 4 “bullets” worth of
distance and has a 0.3 lag time while following the bullet.

The camera is always trying to return to the
default position.


Part 3: While the player is in “turbo”, have the camera “lerp” to the
third person turbo
camera position.
And have the restrain

variable adjust so that the camera stays one “bullet” behind the player.


Part 4: Then create a hit box around the camera, and have it only collide with walls.


First Person

Camera

When the player enters a “first person collision vo
lume” the camera zooms in from the current camera
position
to a point 1/3 from the front of the bullet, and rests on top of the bullet.

Then once the player
leaves the “first person collision volume” the camera returns to the default third person camera. T
he
transition to and from “first person” is 0.5 seconds.






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Bullet Ride

The Game World

2.2

Overview

The world that BR takes the player through
is
an apartment building in the middle of a city.

Due
to BR being a linear game, the word itself feels linear but very alive.
The rooms and hallways that
the player flies through are fairly straight, but are broken up by ricochet points that the player
collides with and changes the player

s direction. These ricochet points are usually a metallic
object that stands out in the envi
ronment.

The direction they send the player in is scripted to the
object as part of the level design.

The world feels alive due to the scripted events that are placed throughout the level. These are
meant to surprise the player in

exciting

ways such as hav
ing the roof collapse and the player w
ill
have to avoid the falling pieces. Since the bullet is traveling very fast, the pieces will appear to be
falling in slow
-
motion so the player can realistically avoid them.

The player will be flying through rooms and

down hallways while carefully avoiding many
hazards such as pillars, chairs/tables,
and walls. The player will be able to go through all objects
in the environment.
There will be lots of weak objects such as bottles and pots
lying

around the
level since t
he player will want to hit these for a bonus.

The art style of the game is meant to look art deco. This simplistic style makes for easier to make
assets and will help the player distinguish what they should be trying to hit, and what they
shouldn’t. Motio
n blur plays a big part in how the environment looks because

the faster the
player is going the more the

edges of the screen will blur.


Lighting is a big part of the world because they emphasize the feeling of speed as player zooms
past them. Much of this

lighting comes from windows and wall lamp, since they are placed on
walls. Having lighting come from the sides of the screen is important because it creates light
steaks on the side of the screen as the player passes them.

Technical Implementation Plan


The level will first be “white boxed”

in
Unity by the level designer. Then he will import the assets that
have been made by the artist

and replace his white boxed work with the assets.


A sky box will be made for the outside of the building, and a miniatur
e city that will be projected around
the level, so that there will appear to be a massive city when viewed through the windows.


The scripted events are
all animated in Maya and imported into Unity. A collision volume will be made
that triggers the animati
on once the player travels through it.


A custom shader will be made to create the light streaks that are created as the player flies past them.



3

Game Characters

3.1

Overview

The only character in BR is
the Bullet Rider himself. We want him
to
seem as active
as possible on the
bullet so the player doesn’t lose interest.
To start
,

we have him always running on the bullet due to it
spinning, similar to how a lumberjack runs on a log.

He will also have to lea
n in the direction the player
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Bullet Ride

the players is tilting th
e analog stick. When the player is going up or down, the bullet rider will have to
appear to be putting pressure on the opposite end of the bullet to make it seem as though that’s how he
makes the bullet go up and down.

In addition to
his movement, the bottom of the Bullet Riders coat will flap with the passing wind. This
will be directly related to the speed the player is going at. The coat will be flapping the most at
top speed

and will not be affect by any speed boosts past that.



3.1.1

Technical Implementation Plan

The
character and
movement animations will be imported from M
aya, then

mapped

to the left joystick in
which left and right tilts have t
he character leaning in the inputted

direction
. And pushing forward and
back has the
character using his foot to push the bullet up or down. And the idle animation will be the
character continuously running on the bullet.


The Bullet Riders coat’s flapping will be a combination of two animations. One for while the player is
accelerating du
ring which the coat is only flapping a little, then a second one for
top speed

where the coat
is flapping insanely fast.

4

User Interface
-

Controls


GAMEPLAY CONTROLS:




Left Thumbstick

Move: When thumbstick

is tilted, the character moves following the thumbstick
direction.






Click Left Thumbstick

Turbo: when this thumbstick

is pressed the character increases its speed as explained
in the turbo mechanic section. A Button has the same effect, because some console
players are used to using this button as a sprint.




A Button

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Turbo: when this button is pressed the character increases its speed as explained in
the turbo mechanic section.




B Button

Reset: When this key is pressed the game restarts from the latest checkpoint.




Left Bumper

Inverts the Y(Vertical) axis
of the Left Thumbstick





Start Button

Pauses the game, shows the scoreboard and brings up the Pause Menu






5

Audio

5.1.1

Music


Type

Category

Name

Description

Music

SoundTrack

ElevatorMusac

Played in the Elevator Part of the game. Should last about a
minute. Fast Paced exciting tune. Should pay tribute or at
least fit in an Art Deco themed universe.

Music

SoundTrack

KitchenFire

Played in the Kitchen Part of the game. Should last about a
minute. Fast Paced exciting tune. Should pay tribute or at
least fit in an Art Deco themed universe.

Music

SoundTrack

CityScape

Played in the City Part of the game. Should last about a
minute. Fast Paced exciting tune. Should pay tribute or at
least fit
in an Art Deco themed universe.

Music

SoundTrack

Victory

Music played if the player beats the level

Music

SoundTrack

Loss

Music played if the player loses the level



5.1.2

Game World Sounds

(1)

Ambient Sounds



Type

Category

Name

Description

SFX

Ambiance

Kitchen

General sound of a kitchen.

SFX

Ambiance

ElevatorShaft

General echoey sound of an elevator Shaft

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SFX

Ambiance

City

General ambience sound of a city in the 20s or 40s












(2)

Character Sounds


Type

Category

Name

Description

SFX

Main
Character

Character_TurboMode

Sound the character makes when entering turbo mode.
He is Hugging the Bullet And going Around and around

SFX

Main
Character

Character_Grunting

the character is a bit on the heavy side, and he grunts a
bit from the excretion
or running on top of the bullet

SFX

Main
Character

Character_Shattering

Sound the character makes when shattering breakable
Objects. This is a good thing, as he gets a speed boost!

SFX

Main
Character

Character_Crashing

Sound the character makes when he
crashes into solid
objects. This is not a good thing as he loses speed

SFX

Main
Character

Character_Losing

Sound the character makes when he loses momentum
and the bullet spins out of control to a Game Over

SFX

Speed
Effects

Whoosh

Sound Effect triggered

when the player narrowly
misses an obstacle

SFX

Speed
Effects

Ricochet

Sound Effect triggered when the player hits a metallic
object and is then ricochet 90 degrees

SFX

Speed
Effects

TurboSpeed

General sound triggered when the player enters turbo
speed

SFX

Speed
Effects

TurboButton

Sound triggered when the player pushes the turbo
button

SFX

Speed
Effects

BulletShot

Sound of a Gun Shot that triggers the start of the level

SFX

Crashes

GoodColision

Arbitrary sound to let the player know the hit a
breakable object and get a speed burst; success noise!

SFX

Crashes

BadCollision

Arbitrary sound to let the player know they incorrectly
hit a breakable or an unbreakable object and are losing
speed; kind of like a buzz


(3)

Object Sounds


SFX

Crashes

Wood

Sound the bullet rider makes when crashing through
wooden obstacles, like furniture

SFX

Crashes

Ceramic

Sound the bullet rider makes when crashing through
ceramic obstacles, like a vase or plaster

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SFX

Crashes

Cement

Sound the bullet rider makes when
crashing through
cement obstacles, like walls

SFX

Crashes

Glass

Sound the bullet rider makes when crashing through
glass obstacles, like bottles or windows

SFX

Crashes

Liquid

Sound the bullet rider makes when crashing through
Liquid in obstacles, like
bottles of water, pop, or liquor

SFX

Crashes

Cloth

Sound the bullet rider makes when crashing through
cloth obstacles, like curtains or sofas

SFX

Crashes

Metal

Sound the Bullet Rider makes when crashing into
metallic obstacles like pots, pans, or metal
walls

SFX

Crashes

Flesh

Sound the Bullet Rider makes when crashing into an
organic object

SFX

Crashes

WoodSlow

Sound the bullet rider makes when crashing through
wooden obstacles, like furniture but it triggers a slow
-
mo cinematic

SFX

Crashes

CeramicSlow

Sound the bullet rider makes when crashing through
ceramic obstacles, like a vase or plaster but it triggers a
slow
-
mo cinematic

SFX

Crashes

CementSlow

Sound the bullet rider makes when crashing through
cement obstacles, like walls but it
triggers a slow
-
mo
cinematic

SFX

Crashes

GlassSlow

Sound the bullet rider makes when crashing through
glass obstacles, like bottles or windows but it triggers a
slow
-
mo cinematic

SFX

Crashes

ClothSlow

Sound the bullet rider makes when crashing through
cloth obstacles, like curtains or sofas but it triggers a
slow
-
mo cinematic


5.1.3

HUD and Menu Sounds


Type

Category

Name

Description

SFX

Interface

Button1

Sound of a button being pressed

SFX

Interface

Button2

Sound of a different button being pressed

SFX

Interface

ButtonError

Sound of an error, clicking on an unavailable option




6

Testin
g

6.1

Overview

Lots of testing will be done to ensure the games speed feels right and
still retains the tight controls we
want out of the game. We could have lots of issues
with geometry clipping through objects due to the
games speed. This will be tested very frequently to avoid fatal errors later in development.


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Bullet Ride





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Bullet Ride

7

APPENDICES

7.1

General information


7.1.1

Pipelines

Unity has very good piplines

for all positions on the team. The programmers will create code that allows
variables to be tweaked in the Unity inspector. The Artist can easily import assets from Maya so the level
designer can quickly change thing back and forth.

7.1.2

Rendering System


Ove
rview


BR will be using the native rendering system in Unity.


7.1.3

Time Estimate


Tabulate total time estimate for programming and design.



7.2

Appendix A

notes on prototypes



Currently there is a reoccurring problem where the player will go through mesh collid
ers that should
block the player path. We assume this due to the speed that the player goes at and the updating speed of
Unity. It will be closely monitored.