design

Quickloading

Within my analysis of Dishonored 2, I noted the importance of the quick save/load system. It was essential in making the experience feel good and make mistakes feel not as bad as it may seem. Because of this, I’ve decided I want to implement the quick saving and loading within the asset pack. The following is an UML Design of the set in place system.

Vision UML

UML Design Reusable Asset Pack

The following document focusses on the design of the reusable asset pack and how this was iterated with feedback from peers to become the final design. Peers will be asked to check if they understand the document, find it logical and provide any improvements that could be done. This feedback will be noted down in a summarised version within this document. The progress from before and after the feedback will also be shown within the document.

Generic Asset Pack

Within this document there will be an analysis about how a generic asset pack can be created to satisfy the design challenge set in the concept document. This is going to be a more technical document due to being about development. Code examples may be given for C# code. Pre-existing knowledge Due to having made some NuGet packages and trying to split up my own personal workload into different applications and projects, I’ve had some experience working with making code generic.

Concept

A decently high level overview of the stealth AI system to be used.

Game Design Document

A document detailing the design of the Stealth AI project.