ABCDEFGHIJKLMNOPQRSTUVWXYZ
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Controls: Movement
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Prorotype IDNameDescriptionWhoResult
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1.1Basic Input- correctly trigger all possible button / control events
- console output with Debug.Log()
DH
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1.2Basic Movement: Car Physics- move MotionSim with car physics
- use horizontal axis for steering
- use gas / break pedal for accelerating / breaking
DH
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1.3Basic Movement: Aeroplane Physics- move MotionSim with aeroplane physics
- use horizontal axis for roll
- use vertical axis for pitch
- no pedal use
DH
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1.4Advanced Movement:
Combining Car & Aeroplane Physics v1
- check asset store for existing control scripts
- first try scripting physics for plane / car combi
- use horizontal axis for steering / roll
- use vertical axis for leaning forward / backward mostly after jumps (control mass)
- use gas pedal / break pedal for accelerating / breaking
DH
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1.4.1Advanced Movement:
Combining Car & Aeroplane Physics v1.1
- optional variation using vertical axis (pulling control stick) for a speed boost
- pushing control stick not supported
- automatic leaning after jumps
DH
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1.4.2Advanced Movement:
Combining Car & Aeroplane Physics v1.2
- optional variation using vertical axis (pulling control stick) to change nozzle exhaust rotation for
better air gliding / decreased rate of descend / increased flight altitude / decreased velocity
- pushing control stick for less air gliding / inrceased rate of descend / decreased flight altitude /
increased velocity
- leaning while changing altitude
DH
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1.4.3Advanced Movement:
Dual Throttle Control
- optional variation with pod-racer-like dual throttle control
- each foot pedal controls an engine
- breaking by pulling control stick
- alternatively breaking by releasing both pedals (very likely uncomfortable)
DH
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1.5Advanced Movement:
Refining Pod Racer Physics
- tweaking / improving physics to match the desired control
- e.g side-drifting, etc.
DH
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Controls: Aiming
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Prorotype IDNameDescriptionWhoResult
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2.1Basic Controls: Aiming (fixed) - fixed aiming
- forward vector controls aiming
DH (opt.)
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2.2Basic Controls: Aiming (dynamic) - dynamic aiming
- look direction controls aiming
- crosshair is child of head camera
- alternatively: crosshair has fixed z distance, x & y positioning through head camera raycasting
onto a pre-defined invisible plane
- optional: crosshair only visible when switch of control stick is turned on (shooting
mode) to avoid distraction
DH (opt.)
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2.2.1Basic Controls: Aiming (dynamic)
Alternative: Analog Stick Aiming
- optional variation
- dynamic aiming
- analog stick of control stick controls crosshair
- very likely not fun to play
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Controls: Shooting
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Prorotype IDNameDescriptionWhoResult
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3.1Basic Controls: How to shoot?
Shooting Buttons
- using respective shooting buttons of control stick to control left / right gunsDH (opt.)
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3.2Basic Controls: How to shoot?
Foot Pedal Shooting
- using respective foot pedal to control left / right guns
- automatic spaceship accelerating
DH (opt.)
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3.3Basic Controls: What to shoot?
Raycast Shooting
- using respective shooting buttons of control stick to control left / right laser-pistol-like
vehicle guns
- shooting using raycasting
DH (opt.)
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3.4Basic Controls: What to shoot?
Object Shooting
(cf. rocket launcher)
- using respective shooting buttons of control stick to control left / right guns
- shooting rocket prefabs
- shooting using rigidbody force
DH (opt.)
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3.4.1Basic Controls: What to shoot?
Object Shooting
Alternative: Throw Physics
- optional variation
- using throw physics (e.g. for bombs, other obstacles, etc.)
- shooting using rigidbody force at a certain angle
DH (opt.)
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3.5Advanced Controls: What to shoot?
Hybrid
- using left shooting button of control stick to fire rockets
- using right shooting button of control stick to fire laser / machine gun /
DH (opt.)
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3.6Advanced Control & Shooting:
Merging everthing together
- merging best shooting technique & best aiming technique to create the perfect
shooting control
DH (opt.)
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Objectives
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Prorotype IDNameDescriptionWhoResult
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4.1Basic Game Concept Implementation /
Basic Game Logic:
Escape Racer
- player is flying with untested prototype of a new spaceship model from
the NMY-Scientist's headquarter
- competitive companies monitored NMY's plans and send bounty hunters in special enemy
spaceships to destroy the prototype spaceship and ruin the company
- as a great pilot, it's the player's objective to reach the 4th location of NMY on planet X
DH?
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4.2Basic Game Concept Implementation /
Basic Game Logic:
Chase Racer
- player is chasing enemy spaceships who stole the prototyping plans of a revolutionary
spaceship model from NMY
- it's the player's objective to destoy the enemy spaceships and recapture the plans
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...
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Story
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Prorotype IDNameDescriptionWhoResult
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4.1Story Sequencing: Intro- game starts in custom designed futuristic NMY showroom (for details see prototype #6.7)
- siren goes off
- prototype spaceship drives to NMY Future Showroom's hangar exit
- shutters getting pulled up (not necessarily shutters; cf. future atmosphere)
- game starts
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4.1Story Sequencing: Intro Alternative- game starts in NMY showroom
- room wall opens as giant door, hizzing
- spaceship flying to space
- lightspeed warp to reach planet NMY-661
- prototype spaceship drives to NMY Future Showroom's hangar exit
- shutters getting pulled up (not necessarily shutters; cf. future atmosphere)
- game starts
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4.2Story Sequencing: Outro- player reached 4th location of NMY
- hangar opens
- NMY-Scientists celebrate upon arrival
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4.3Story Sequencing: Enemy Arrival- holograms on cockpit
- scientist giving instructions
- perhaps showing cinematic sequence on screen
- alternatively display for rear camera the scientist is referring to
- action / little panic
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Gameplay
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Prorotype IDNameDescriptionWhoResult
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5.1Movement Constraints- free movement on a pre-defined track
- typical colliders with arrow texture to guide the player
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5.2Ramps- jump + speed boost
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Cliffs - freefall
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Caves- dark cave
- increased obstacle occurance
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Enemies Chassis Obstacles- rammed enemies lose chassis parts
- player needs to avoid obstacles
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Game Design / Assets
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Prorotype IDNameDescriptionWhoResult
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6.1General Game Design Implementation- foreign planet
- terrain creation (perhaps using terrain creator / world maschine standalone app)
- lakes
- caves
- plants
- materials (Substance Painter + e.g. poliigon.com)
partly DH
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6.2Routing Implementation- race track setup for environment
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6.2Refined Game Design - VFX
- post-processing
- particle systems
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6.3Basic Player Vehicle: Motion Simulator- correcting current model to match MotionSim
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6.4Advanced Player Vehicle:
Futuristic Space Plane Style
- replacing model of MotionSim with final vehicle design
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6.5Basic Enemy Vehicle- creating basic model of enemy space ship (no details needed)
- could be primitives
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6.6Advanced Enemy Vehicle- creating final enemy vehicle
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6.7Futuristic NMY Showroom Modeling- location where game starts
- features special room with see-through glass front where
scientists work on the next innovation
- sirens on the wall
- several futuristic vehicles
- holograms, etc.
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6.8Scientist Modeling- required for intro sequence & overall concept idea
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UI /UX Design
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Prorotype IDNameDescriptionWhoResult
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7.1General User Interface Design- button design
- pause restart menu design
- HUD elements design
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7.2Intro Tutorial- very short tutorial
- explaining controls
- explain game objectives
- user tests
- iterating to perfection
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