The idea behind our project is to implement a wave-based game where the player plays as Goku (and maybe others!) and fight off waves of enemies in the form of Saibamen, Nappa, and Vegeta. The player will have ability to shoot Ki blasts from the controllers at the incoming waves of enemies. We hope to implement different special moves such as the Kamehameha, Spirit Bomb, Special Beam Cannon, and other iconic moves. The project will be based on a timer and advance as the game progresses, changing what enemies spawn and dialects that are used. We plan on having a hit box on every character and implementing a "health bar" for each character. We believe VR will be beneficial here because it lets the user feel like their actually part of the Dragon Ball universe.
We plan on developing this game for PC, so you can use equipment like the HTC Vive or other VR equipment. The idea of using the HMD and controllers is to bring alive the fantasy of performing iconic Dragon Ball moves and actually having visual representations with your poses (like a charging Kamehameha or Special Beam Cannon). We will most likely use Unity to program this project,
Frank Buttafuoco - Visual/Audio Asset Collection, Coding, Model Placement, Scenery Change, Menu Implementation, Level Implementation, Menu Implementation, Sound Effects Specialist
Mark Chen - Coding Scripts, Saibamen and Nappa AI functionality, Spawning Functionality, Quality Control, Animations, Model Creation, Sound Effects Specialist, UI Manager
Justin Donayre - Functionality of Special Moves, Quality Control, Audio Asset Collection, Vegeta AI Functionality, Sound Effects Specialist
We plan on making assets for the special move as well as the enemy Saibamen model. To start we will recycle the model and apply different meshes to indicate stronger enemies. The Saibamen will also have a walking animation and will spawn on the map slowly approaching the character from each angle.
We also plan on implementing our own blaster function that shoots Ki blasts and allows the user to use the triggers to trigger their special move. Of course, there will be sound effects that hearken back to classic Dragon Ball styles and old school technology.
We are going to implement a health system that changes as damage is being done to the target.
Having enemies and you being interactable so the Ki blast register hitting you or the enemy is important for a method of defeating enemies, passing a wave then eventually winning, or losing health/lives/wave and eventually losing.
The games starts off by spawning the player in front of the menu. Here, the player can decide on what stage to pick, the music, and the level of difficulty. Before deciding the player can turn around and take practice shots on the saibamen behind them to get a feel for the game before it starts. The player will need to select the level of difficulty last. After the difficulty is selected, the game de spawns the menu and the waves of enemies start to pile in. To select what is on the menu, the player needs to shoot a ki blast, by using one of the triggers on the controllers, at the menu. After the ki blasts collides with the menu button, the specific function of the button will activate.
The player needs to move around the map by using the controller to teleport, and survive as long as possible. Each difficulty is different. The first difficulty spawns in the least amount of saibamen. The saibamen run at you and try to get near you and explode to take a heart away from you. The player must shoot the saibamen and prevent them from touching for as long as possible. The second difficulty spawns in more saibamen and Nappa. Nappa is a much tougher and faster version then a saibamen and doesn't die but instead will come back and start chasing the player again. Nappa will attempt to fly at the player and if he is successfully, will take a heart away from the player. The last level of difficulty spawns even more saibamen, Nappa, and Vegeta. Vegeta will travel to different locations and will shoot ki blasts at the player. The player can destroy these ki blast with their own ki blasts and can take Vegeta out of commission just like Nappa. If the player loses all three hearts, then the game ends and the scene is reset with the player looking at menu again.
The things you can do with the project is to see how long you can survive waves of enemies. You could potentially have competitions with your friends to see who can make it the furthest. You could also just use the application to rock out to some classic Dragon Ball Z songs by shooting the music note on the menu.
1. Click on the GitHub Link: https://github.com/mchen200/MJF-CS428Project-3-All-Over-the-World
2. Click "Clone or Download" and then download the ZIP folder via "Download ZIP"
3. Save File, then click "Okay"
4. Navigate to your "Downloads" Folder and find the ZIP folder you just downloaded
5. Right click on the ZIP folder and click "Extract All". It is preferable to extract the files onto your Desktop
6. Open up Unity Hub and navigate to the Project Folder and Click "Select Folder"
7. Make sure the current version of Unity is 2019.2.6 If not, download Unity 2019.2.6
8. In Unity, navigate to the "Scenes" folder and click "Base Game". Assets -> Scenes -> Base Game
9. Click the "Play" button when you are ready to run the program
https://assetstore.unity.com/packages/3d/environments/nature-starter-kit-2-52977
Dragon Soul
https://www.youtube.com/watch?v=u6wqKu9VT48&t=152s
Budokai
https://www.youtube.com/watch?v=OB0QCHxzl1s
Ultra
https://www.youtube.com/watch?v=grtO6zxMY6I
Dying Sound
http://soundbible.com/tags-explosion.html
Ki Blast Sound
https://www.myinstants.com/instant/ki-blast/
Flashbang Sound
https://soundbible.com/1793-Flashbang.html
The animations for this project are the following:
We had the intention of introducing a new move in the form of the canonical Spirit Bomb. There were problems with collision, moving, and the animation of the Spirit Bomb. We had it where shooting a certain amount of ki blasts to summon a huge spirit bomb that grew over time above the user, and fall after a couple seconds, killing everything on the map. Below are some concepts pictures we did with the Spirit bomb.
Saibamen
Mark Chen
All sounds that are being used by the creatures were made by the entire group.
Saibamen sounds - Mark Chen
Nappa - Frank Buttafuoco
Vegeta - Justin Donayre
Game over - Mark Chen
Learn to animate
https://www.youtube.com/watch?v=V394gbdG4zQ
Enemy following the player script
https://www.noob-programmer.com/unity3d/enemy-follow-player-unity/
Learning to do Spawners