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SIGA2_FYP_TDD V1.

Amol Bankar

Technical Design Document

Goo fu
By LOLQQ

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SIGA2_FYP_TDD V1.1

Amol Bankar

Update
Date:- 9th Sep.2009
Engine File Format Coding Standard New game engine all file format base on the unity editor Base on the unity editor

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SIGA2_FYP_TDD V1.1

Amol Bankar

Contents
Introduction ..................................................................................................................................... 4 Technical Overview ........................................................................................................................ 4 Target System Requirement ........................................................................................................ 4 Tools ........................................................................................................................................... 4 Engine ......................................................................................................................................... 5 File Format .................................................................................................................................. 5 Technical Features .......................................................................................................................... 6 Development Plan ........................................................................................................................... 7 Milestones ................................................................................................................................... 7 Software Architecture ..................................................................................................................... 7 Directory Structure...................................................................................................................... 7 Build ............................................................................................................................................ 8 Coding Standard.......................................................................................................................... 8

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SIGA2_FYP_TDD V1.1

Amol Bankar

Introduction
Goo-Fu is a platform game where you control a cute, ball-shaped creature, Coop, who use his two limbs and three special forms to overcome obstacles, kill enemies and solve puzzles.

Technical Overview
Target System Requirement
Goo-Fu based on the UNITY engine, will be developed for PC distributions of the game. Epic lists the following system requirements on the retail box: Operating System: Processor: Memory: Hard Disk Space: Video: Sound: DirectX: Windows 98 / Me / 2000 / XP Pentium IV 3.0 GHz or higher 1 GB RAM minimum (2 GB RAM recommended) 10 GB free space NVIDIA GEFORCE 9100 M G Minimum or higher XP/Vista compatible sound card DirectX version 9.0b (included) or higher

Tools
All members of the development staff will have access to development computer with standard office programs such as Microsoft Word and Excel. In addition, all members will have access to the basic tools that accompany Unity

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SIGA2_FYP_TDD V1.1

Amol Bankar

Users Art / LD/ SD Art / LD/ SD Art / LD/ SD Art/ LD

Tools Workstation and base software Unity Ed Unity Ed Autodesks 3DS Max

Use Microsoft office Retail version of the game Level Editor, Package Editor Character meshes and animation and static meshes

Art/ LDs Art SD

Adobes Photoshop CS3, Illustrator Pen Tablet (6 x 8) Fruity Loop &Audition

Textures and other 2D art Input device for drawing Special Effect & Editing

Engine
We are using the Unity editor The actual game engine source code will be needed or will a third-party middleware solution be needed. The code will be written using the java Script & C# script language and compiled with the tools that accompany the retail version of the game.

File Format
The following table lists the file formats used in the development of Goo-Fu
Animation .3ds .3ds .anim Audio .aiff & .wav .ogg Scene Static Meshes .unity .3ds 3ds skeletal animation 3ds mesh animation Animation Unity audio Unity audio Unity scene file unity static mesh

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SIGA2_FYP_TDD V1.1
.3ds Scripts System .cs & .js .unity .asset Textures .tif 3ds mesh Unity Script class Unity scene File(Map) Unity Assets packages 2D texture package

Amol Bankar

Technical Features
FYP_List of Game Mechanics.xlsx

to view the technical features click on the the icon link .

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SIGA2_FYP_TDD V1.1

Amol Bankar

Development Plan
Milestones
1) GDD & TDD Both documents are work in progress. The TDD contains coding practices and at least a general outline of how to implement the gameplay elements described in the GDD in addition to coding practices, tools, and risk analysis. 2) Asset List & Development Plan Complete An asset list with all assets and completion dates has been created 3) Alpha The behavior of character & enemies has been coded and their static meshes and animations have been implemented and added to the game. 4) Beta The all forms works correctly in engine. Any bugs since alpha are squashed. 5) Prototype Final gameplay balancing has taken place. The game is totally compliant with the TDD and GDD. The TDD and GDD have been updated if necessary. All bugs have been fixed. Five CDs with the final game have been burned.

Software Architecture
Directory Structure
All art, level, and code assets will be placed under one Directory called FYP Shared. Assets will be located in that directory. This method keeps data organized and simplifies installation and un-installation. The list below shows the directory structure:

FYP Shared o Archive Old Documentation o Level Design (Document, Illustration) o Graphics Design (All graphics Assets) o Production Management o Unity Script Unity Script code (Later) o Help custom splash logo (Later) o Scene level files (Later)

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SIGA2_FYP_TDD V1.1

Amol Bankar

o Static Meshes exported mesh packages (Later) o System Game package files, custom initialization files and batch build executable (Later) o Textures custom texture packages (Later)

Build
The game will built using the unity build editor. This build editor will automate the process of compiling the mod and generating the .exe files.

Coding Standard
1. All of the Unity Script classes developed by the software team will start with GF. For example, Goofu.jc or Goofu.cs will be used. 2. Variable names will have their first word letters capitalized like Grab, Jump. 3. A general effort will be made to keep the code as readable as possible using helpful comments.

Asset Structure
Game design document Technical design document Level design document Production management document Promotional website document Graphic design document Controls mechanics Document Character Design Docs Documentation GDD_<version> TDD_< version> LDD_<version> PMD_<name>_< version> WSD_<name>_< version> GRD_< version> CMD_< version> CHD_mode_<name>_< version>

For e.g: for game design version 1 = GDD_V1

2D background 2D props 3D props 3D characters

Resources 2D_bg_(L)evel <num> _<name> _<version> 2D_prop_(L)evel<num> _<name> _<version> 3D_prop_(L)evel<num> _<name> _<version> 3D_chac _(L)evel<num> _<name> _<version>

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SIGA2_FYP_TDD V1.1

Amol Bankar
_name SND _(L)evel<num> _<name> _<version> SC_(L)evel<num> _<name> _<version> VID_<name> _<version> SK_<mode/type>_<name >_<version>

Sound effects Scripts Game videos Sketches

For e.g: for 2dprop in level 1= 2D_prop_L1_V1_name

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