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City University of Hong Kong Department of Computer Science School of Creative Media Student Name/EID : CHAN Long Yin/ 53075908 BScCM FYP Proposal Page 1 of 34 BScCM Final Year Project 2015 – 2016 Research and Development Report Group No. 8 Wanderlust << Script-Based Combat >>

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Page 1: BScCM FYP Proposal Cover€¦  · Web viewRESEARCH 1: SIMILAR GAME. ... Players inside a turn will draw for a probability to define if they move back, stay, move to the front, move

City University of Hong KongDepartment of Computer Science

School of Creative Media

Student Name/EID : CHAN Long Yin/ 53075908

BScCM FYP Proposal Page 1 of 29

BScCM Final Year Project 2015 – 2016Research and Development Report

Group No. 8 Wanderlust

<< Script-Based Combat >>

Page 2: BScCM FYP Proposal Cover€¦  · Web viewRESEARCH 1: SIMILAR GAME. ... Players inside a turn will draw for a probability to define if they move back, stay, move to the front, move

City University of Hong KongDepartment of Computer Science

School of Creative Media

Student Name/EID : CHUN Tsz Fung/ 53078646

Student Name/EID : CHAU Ching Skye/ 53075195

Programme Code : BScCM – SM4602 & SM4701

BScCM FYP Proposal Page 2 of 29

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City University of Hong KongDepartment of Computer Science

School of Creative Media

Supervisors : SCM: Yim Chun Pang

: CS: Yuen Chun Hung Joe

Version# & Date : Version 2 & 2015/9/30

BScCM FYP Proposal Page 3 of 29

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City University of Hong KongDepartment of Computer Science

School of Creative Media

Proposed Project TitleScript-Based Combat (NOT YET CONFIRMED)

Project ObjectiveOur FYP project, a script-based game, would like to mainly provide experience of simple scripting to control a game flow. Hence, even children can learn scripting through gaming.Moreover, we aim to create a remote control online fighting game through 2 mobile devices(Android/iOS) to a computer(Windows/Mac OS X). And additionally, players can also play the game under these 3 situations.

1. 1 mobile (offline/ mobile play),2. 2 mobile (online/ mobile play),3. 1 mobile+ PC (offline/ console/ full experience)

One of our aims and reason to create this game is, players can enjoy it under situation of without any special devices like leap motion sensor, and hence the target player can be increased as mobiles and PC is common in daily life. We think the game has a probability to sell through online mobile store and PC gaming platform, like Google Play Store, App Store; Steam.

Project Description As descripted, our game uses system of control a turn-based scripting fighting game of a PC main screen by at most 2 mobile devices. Players can only control everything through their mobile devices.

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City University of Hong KongDepartment of Computer Science

School of Creative Media

The PC main screen would show the whole battle scene. As we would like to encourage players to have a full experience of the game, the main screen would show two characters fighting like a normal fighting game, and also with better effects and 3D character and background models.Mobile screen, on the other hand, let players mainly control everything from game menus to control of the game. As mobile devices with touch screen is easier to handle select complex menus selection then a controller, players will control everything through the device.

1. Game menu2. Characters selection3. Equipment preview and selection4. Tuning ability statistic for a better fighting strategy.5. Script selection from selecting choices.

While combating, mobile screen will display character’s point of view in 2D plain sprite.

The attracting point of our game is, it is not a normal real time fighting game, but a strategic turn-based fighting game. Players have to think of many situations to win the opponent.Main Point 1: Arm different equipment in different combinations to head, left hand, right hand, body and footExplanation: Different equipment will have different statistic like Attack power, Defense power, Hit Range. There are also different AI-condition skills choices bound and offer for our game main idea, SCRIPTING function.

Main Point 2: Tuning aggressive bar and attack type barExplanation: Aggressive bar let players tune how aggressive the character want to attack or hence walk back and defense. Attack type bar will be for tuning chances of using which attack type like Defense Breaker, Striking, Knock-out Punch. Each type will have advantage and disadvantage to one another.

Main Point 3: Learn opponent’s combat style

BScCM FYP Proposal Page 5 of 29

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City University of Hong KongDepartment of Computer Science

School of Creative Media

Explanation: We let players to rearrange all script once lose a round. Learning opponent’s style can help improve your gaming strategy. **Please mind, there are chances that character equipment is being broken when combating. Skill and statistic inside will be out of function.

Main Point 4: Choose the best AI-condition combinationExplanation: Players are only allowed to set AI-condition choices(if-then condition of scripting) from equipment. IF: what will trigger in order to use the condition; THEN: (ACTIVE/PASSIVE skills) triggering attacking/ defensing skills or buffs to increase statistic of the character.

It is because we identified one of the main problems of making a fighting game is balancing. We will, of course, fine tuning after semester A. We have already thought of a system to decrease the unbalanced chances. Firstly, we set the game in at most 5 rounds and at least 3 wins. Secondly, once one of the player loses, the winner will remain HP of the previous round. Thirdly, the AI condition will be strict in usage by a system called AI gauge bar, which allow players to gather stamina for exchanging an “AI GEM” (at most 3) by hitting or being hit. Therefore, when situation of AI condition is fulfilled and one AI GEM is contained, AI condition skill will be triggered automatically.Fourthly, guarding is not invincible but less damaged.

Moreover, we concerned how the server be built that let players have a fluent network environment to play online. Also, we need to solve cross-platform bug if happening as we can’t ensure will there any problem of Unity output game running in different platform and online at the same time.

DeliverableA PC as the main screen of the game, and a mobile app for players to control their characters and update data to the server.

Equipment and ResourcesSoftware: Unity3D 5.1, Maya 2014, 3dsMax, MagicaVoxel

Hardware: TV screen, Mobile Device(Nexus5/7) x2

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City University of Hong KongDepartment of Computer Science

School of Creative Media

Project plan

BScCM FYP Proposal Page 7 of 29

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City University of Hong KongDepartment of Computer Science

School of Creative Media

RESEARCH/SCRIPT/STORYBOARD/GAME DOCUMENT/ART & DESIGN DRAFT/INSTALLATION DRAFT/WORK DRAFT/DRAWING DRAFT/PROGRAM TEST/PRINT SCREEN/LAYOUT DESIGN/PRE-VISUALIZATIONRESEARCH 1: SIMILAR   GAME As our game mechanism will be using phones to connect each other and send the final combating screen to the TV.

This probably will use the synchronize technique, holding a server receiving data transferred by two mobile phone.

There are two games using similar technique:

Chrome Super Sports Sync and Chrome World Wide Maze

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City University of Hong KongDepartment of Computer Science

School of Creative Media

   

https://youtu.be/aSmqq9RbiaUhttps://youtu.be/7AvTl9aU5D8Players need to turn Chrome to browse to the game website by a computer. Then following the instruction to sync to the Chrome turned on by mobile phone. Then the game screen of the computer side will be controlled by Players’ mobile.

Chrome Super Sports SyncChrome World Wide Maze

Similar Game - The King of Fighters: Kyo

The King of Fighters: Kyo is an adventure visual novel game. The gaming system is very like to our game.

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City University of Hong KongDepartment of Computer Science

School of Creative Media

Once the game started, there is a skill selecting page to allow player to choose specific skills for the round within a limited time.

The system will define which player will have the higher priority to attack others by the specification of the skills.

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City University of Hong KongDepartment of Computer Science

School of Creative Media

There are positive or negative effects on the player after each round.

RESEARCH 2: DESIGN   GUI The Design of GUI is one of the most important element of a game, and for a Combat Game, it is also really important as there are a lot of information which needs to be show up, such as the Player Name, Health Bar, Timer, Number of win matches, Skill Gauge, etc. The behavior of the player maybe be change according to those information, and in such a fast pace environment like a combat game, the GUI needs to be unique.

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City University of Hong KongDepartment of Computer Science

School of Creative Media

The Layout of Street Fighter GUI

The GUI reference of Street Fighter on Mobile DeviceAs for mobile device, they need to insert the controls on the game screen, it will consume space, so that they make the controls transparent.

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City University of Hong KongDepartment of Computer Science

School of Creative Media

The GUI reference of Street Fighter on PS4

The GUI reference of King of Fighter

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City University of Hong KongDepartment of Computer Science

School of Creative Media

The GUI reference of King of Fighter on mobile device

RESEARCH 3: CHARACTER   DESIGN Character design is a very important part for the game.

Here are some references for it.

We tried to take some reference from Street Fighter, as it includes variable unique character designs:

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City University of Hong KongDepartment of Computer Science

School of Creative Media

http://www.capcom-unity.com/street_fighter/go/thread/view/7411/24873617/how-to-design-a-street-fighter-characterUnder our discussion, we may also adopt cute style for character design like the game Hikari no 4 Senshi: Final Fantasy Gaiden

However, we may not use very realistic style on character as it may not match the theme.

CHARACTER AND EQUIPMENT 3D Model Draft Design

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City University of Hong KongDepartment of Computer Science

School of Creative Media

Mood Board & Theme

RESEARCH 4: SERVER   BUILDING

Our game will be created with Unity3D engine with multiplayer function.

There are several methods to build an online server.

1. Unity3D Multiplayer https://unity3d.com/services/multiplayer Adv: easy to build Dis: still in beta version

2. Unity3D master server

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City University of Hong KongDepartment of Computer Science

School of Creative Media

tutorial:https://www.youtube.com/watch?v=v4cXuiZyJQ83. Simple TCP/IP Server

socket server https://www.youtube.com/watch?v=wZtdxOd5A4A https://www.assetstore.unity3d.com/en/#!/content/21721

Similar game with related server and control techniquehttps://www.youtube.com/watch?v=wZtdxOd5A4A

Game Detail1) Backend Data Flow

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City University of Hong KongDepartment of Computer Science

School of Creative Media

The Game mainly consists of three components, the Player A Mobile controller, the player B Mobile Controller, Computer Game and the Backend server. Data will be passed to the server and submit to different parts of the game, the detailed flow is shown on the following graph:

2) Mobile Game Controller

Script Based Combat is a 2-player multi-player game, two mobile devices (either IOS or Android) is required to play the game. Each Player will control one of the mobile device,

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City University of Hong KongDepartment of Computer Science

School of Creative Media

they will set their equipments, basic behavior, AI Actions, and other basic game controls here.

a. Character StatisticThe Character Statistic of SBC is different from tradition combat games, as it is a passive combat game, while it actually lays to the static game side a little bit. In order to define the AI behavior of the Character and maintains a fighting game play, the following Statistic are designed.

HP: To determine the amount of Hit points of the character, HP in SBC is more important than HP in other fighting games. As SBC uses a 5-rounds-3-wins game play and the HP of the round winner will remain to the next round, while the losing player will regain full health the next round. This will bring more variation of game play to the game as players can use different styles in order to win.

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City University of Hong KongDepartment of Computer Science

School of Creative Media

Damage: Each Weapon has its own level of damage, as players can equip different weapon on left and right hand, the damage due is specific the weapon in each hand, but not the combine of two weapons.

Range: Range of each weapon determines how far the weapon can hit. As the map of SBC is a linear grid, the range number determines how many grids away the weapon can hit. Most Melee weapon only has a range of 1, and there are also different kinds of ranged weapon with different effects.

CoolDown: Each Weapon has its own Cooldown, with a lower CD, the faster the player can use the weapon in that hand. As SBC is similar to turn-base game, so that the CD number is actually number of turns the player can use that weapon again. The lowest CD of weapon is 1, so that if the player equips two weapon with 1 CD, they need to take turns to use the weapon in his left and right hand; in other words, this means that the player is possible to use both their weapon. Usually, the Weapon with Higher Damage or Range will have a longer Cooldown to maintain the game balance.

There are also other Character Statistics such as Knock-back Chance, Critical Chance, Stun Chance, Block Chance, Dodge Chance etc. Which have a chance to affect the Game play, and the percentage of these stats can be Modify by the selection of equipments.

b. Equipment CustomizationPlayers need to choose five different piece of equipment, including Head-piece, Left-Hand-Weapon, Right-Hand-Weapon, Armor, and Boots. Each equipments will have their own stats and skill sets. There will be both Positive and Negative stats for each weapon and skills will be use in the AI Action which will be discussed later.

c. Behavior SettingThe Behavior setting is one of the most important part of the Game. Although the Equipment will shape the statistic of your character, but if you don’t set the Behavior

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City University of Hong KongDepartment of Computer Science

School of Creative Media

correct to fit your equipments and to counter your opponent, you will eventually lose the Game.

There are mainly two sets of Behavior which needs to be modified, which are the Attack Behavior and the Movement Behavior.

- Attack BehaviorPlayers need to set the percentage of Hard Attack, Medium Attack and Light Attack. Changing the scale will change the percentage of using each type of attack. The choosing of three types Attack will not affect the Damage deal to the enemy (Hard attack doesn’t means hit harder). However, the attack will counter against each other, just like paper-rock-scissors. When two type of attack hit with each other, only the winner can deal damage to your opponent. That’s why the Attack Behavior maybe more important to win games than equipment. Furthermore, there will be special effects attach to each type of attack, so that players can choose their attack behavior to combine the best play style with their equipments.

Attack: Wins: Special effect when hit:

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City University of Hong KongDepartment of Computer Science

School of Creative Media

Hard Attack Medium Attack High Chance to Knock-Back

Medium Attack Light Attack Slightly Increase AI gauge

Light Attack Hard Attack High Chance to break Block

- Movement BehaviorPlayers need to set a scale of movement behavior. They can choose to move Passive or Aggressive. There are four types of Moving actions, where the character will follow, including: Stay, Move Forward by 1, Move Forward by 2, and Move Backward. To chose between passive movement and Aggressive movement will change the chance that the character performs these four types of actions. Players need to decide a scale of behavior movement which fits his equipments and attack behavior.

Block ActionAnd for Move Backward, it is a special action, as it also indicates the chance to perform the action of Block. Normally, when move backward is performed, the character will step back for one grid. However, when the character is beginning attacked while performing Move Backward, the character will stay at the same place and performs Block instead. While blocking, the character will take a take lower damage, so that it is a good move to waste the attack or the AI action of your opponent. So chose wisely to tune up Passive in order to Block.

3) AI Action

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City University of Hong KongDepartment of Computer Science

School of Creative Media

Players will have chance to use AI Coins to activate the AI Actions in order to perform more complex and situation based actions. By using specific actions in such a random environment, you can gain more controls to your character, which means a smarter AI.When you was hit by your opponent, your AI Gauge will store up, to a certain level of AI Gauge stored, you will gain an AI Coin, and a maximum of 3 AI Coins can be stored up. You will consume a certain amount of AI Coins to perform your AI Action.

An AI action is constructed by one Condition and a set of Skills. When you set your equipments, you will follow with a set of Conditions and Skills. You can combine Conditions and Skills from different equipments to create unique actions, here are some examples of Conditions and Skills:

ConditionsJust like Programming you can chose between ‘if’ ‘switch case’ ‘while’ etc. You can tune the value inside the condition, and combine them to create a situation. For example:(If) [Self_HP] (<) [10] or(switch) [Enemy_Distance] (case1)(=)[1]; (case2)[2]; (case3)[3];

Condition Name: Type: Effect:

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City University of Hong KongDepartment of Computer Science

School of Creative Media

Self HP If To detect the remain HP of Character

Enemy Distance If / Switch Case To detect the distance between the Opponent

Enemy Attack Type

While Can detect the attack type of Opponent’s next attack

Enemy Range Switch case Can detect the attack Range of enemy for once

By these Conditions, the Character can perform actions according to the situation they set up. A maximum of 3 Skills can be combining together to fit the Conditions, For example, these action sets can be performed:Leap attack:(If) [Enemy_Distance] (<) [4] { [Move forward by 2] [Move forward by 2] [Heavy Attack] }or(While) [Enemy_Attack_Type] (=) [Light Attack] { [Move forward by 1][Medium Attack ] }

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City University of Hong KongDepartment of Computer Science

School of Creative Media

Skills: Effect:

Move Forward by 2 Force the Character to move 2 grids forward

Stun Attack Can create a attack that stun the opponent if hits

Heal Slightly Heal your character

AI Block Perform Block to cancel opponent’s AI action

By these Skills and Condition, Players can perform actions that out of boundaries of rules. So that it is important to read the AI actions performed by the opponent in order to modify your own actions in order to counter him.

4) Game Rules

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City University of Hong KongDepartment of Computer Science

School of Creative Media

(i) The match is based on 5-rounds-3-wins rule.(ii) Each round will last for 1 minute(iii) The Player with more HP remain wins the round. Winner’s HP will remain the same on the

next round, while defeated player’s HP will return to full.(iv) Both Players have 1 minute to modify their Basic Behavior and AI Actions after each round.(v) Equipments cannot be modified after the Begin of the Match.

GAME LOGIC DEMOSTRATION APP

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City University of Hong KongDepartment of Computer Science

School of Creative Media

A Demonstration app was built in Week 3 in order to demonstrate the basic Game logic of how can the players set the Game AI and how the program applies the information and use them into real time behavior.

Multi-PlayerTwo players (Player A & B) can use respective Controllers to set their character’s AI behavior

Attack BehaviorThere are three types of Attack at this moment, they can chose the percentage of using each attack in order to win their enemy, the input must add up to 10.

Movement Behavior

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City University of Hong KongDepartment of Computer Science

School of Creative Media

Player can chose between moving defensively or aggressively.

Start BattleThe App applies the data of both players and a live battle will begin. A text description of the characters will appear and different information like Health and action will be shown.

Stop & NextPause the Game and go next turn manually.

Pull to RefreshStart a new round by pull to refresh the battle page.GAME UNITY SCREEN DEMO

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City University of Hong KongDepartment of Computer Science

School of Creative Media

The demo will include basic mechanism of the complete game.

It firstly lets players to tune the attack type and the move type. It will immediately convert to a percentage, which affect the probability of each turn movement.

In the demo, there are 10 position to let players move onto them. HP of each player will set at 10 initially. Players inside a turn will draw for a probability to define if they move back, stay, move to the front, move double to the front, Attack type A, Attack type B, Attack type C or dodge.

Attack Type A, B, C will be against to each other, like A>B>C. There are 0.2 seconds interval in between turns.

Once player die because of 0 HP, the game will be stopped.

For instance, the camera is added anti-aliasing, FXAA3, bloom effect and distance blur in order to enhance the video quality with some testing of system requirement to see how high quality computer can run the game.

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