“The Spine” and all relevant tasks that must be completed.

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Fire Fighter Training Program
Team G-6
Team Members
SID
Contact
Derek O’Neill
100345010
derek.oneill@mycampus.uoit.ca
Orie Falconer
100340743
orie.falconer@mycampus.uoit.ca
Kiel Gaiger
100238945
kiel.gaiger@mycampus.uoit.ca
Simon Fraser
100
simon.fraser@mycampus.uoit.ca
Willie Frickelton
100337893
willie.frickelton@mycampus.uoit.ca
The Spine
TABLE OF CONTENTS
SCOPE DOCUMENT ....................................................................................................................................... 3
CHAPTER 1 – THE GAME ............................................................................................................................... 4
SECTION 1.1 – OVERVIEW ......................................................................................................................... 4
SUBSECTION 1.1A – OVERVIEW OF THE GAME .................................................................................... 4
SUBSECTION 1.1B – HIGH CONCEPT ..................................................................................................... 4
SECTION 1.2 – STORY ................................................................................................................................ 4
SECTION 1.3 – AESTHETICS ....................................................................................................................... 4
CHAPTER 2 – TECHNICAL DESIGN ................................................................................................................. 5
SECTION 2.1 – MECHANICS ....................................................................................................................... 5
SUBSECTION 2.1A – GAMEPLAY............................................................................................................ 5
SUBSECTION 2.1B – CONTROL SCHEME................................................................................................ 5
SECTION 2.2 – ASSETS ............................................................................................................................... 5
SUBSECTION 2.2A – RESEARCH AND LIFTING PROCEDURES ................................................................ 5
SUBSECTION 2.2E – SCREENSHOTS ....................................................................................................... 7
SECTION 2.3 – LEVEL CONCEPT ................................................................................................................. 8
SECTION 2.4 – LEVEL DESIGN .................................................................................................................... 8
SUBSECTION 2.4A – LEVEL SECTION 1 .................................................................................................. 8
SUBSECTION 2.4B – LEVEL SECTION 2................................................................................................... 9
SUBSECTION 2.4C – LEVEL SECTION 3................................................................................................... 9
SUBSECTION 2.4D – LEVEL SECTION 4 .................................................................................................. 9
CHAPTER 3 – TECHNICAL ANALYSIS ............................................................................................................ 10
SECTION 3.1 – TECHNOLOGY .................................................................................................................. 10
SECTION 3.2 – MENU SYSTEM ................................................................................................................ 10
SECTION 3.3 – DEVELOPMENT TIME....................................................................................................... 11
SECTION 3.4 – OTHER TECHNICAL CONCERNS........................................................................................ 11
SUBSECTION 3.4A – RISKS ................................................................................................................... 11
SUBSECTION 3.4B – ALTERNATIVES .................................................................................................... 11
SUBSECTION 3.4C – TECHNICAL GOALS AND WISHLIST ..................................................................... 12
SECTION 3.5 – TECHNICAL DESIGN DOCUMENT ..................................................................................... 13
SUBSECTION 3.5A – TOOLS ................................................................................................................. 13
SUBSECTION 3.5B – TECHNICAL ISSUES .............................................................................................. 13
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The Spine
SCOPE DOCUMENT
TITLE
PLATFORM
PLAYERS
GENRE
HIGH CONCEPT
GOAL
FEATURES
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The Spine
PC
Single Player
Motion Gaming/Simulation
Players follow in game instructions to practice proper lifting techniques that can be
used to avoid injury in real scenario.
Save the city from disasters! Lift dangerous objects to restore peace and justice!
-Full body control
-Players actions are fully recognized and recreated by in game characters
-Teaches the player on proper lifting techniques to avoid real life injuries
The Spine
CHAPTER 1 – THE GAME
SECTION 1.1 – OVERVIEW
SUBSECTION 1.1A – OVERVIEW OF THE GAME
The Spine is an on rails simulation game in which the player is presented with a situation that
requires performing a certain lifting technique to proceed within a particular time span. By following
the in game demonstration, the player must recreate the technique with their own body within a
reasonable degree of accuracy. If the player does not succeed, they are debriefed on the correct
procedure and what injuries can occur if it is used incorrectly before being given another chance.
Otherwise the player may continue.
SUBSECTION 1.1B – HIGH CONCEPT
Players follow in game instructions to practice proper lifting techniques that can be used to
avoid injury in real scenario.
SECTION 1.2 – STORY
Lift Boxer, a mild mannered citizen who was struck by lightning while lifting boxes of uranium.
When he arose he found he was gifted with the ability to lift any object as long as he follows regulatory
safety procedures…oh and also time manipulation but whatever. This life changing event transformed
him into “The Spine”. Using his newfound strength he vowed to help the people of Earth in specific
instances in which lifting something might actually help the situation. And also time manipulation, but
whatever. When The Spine spots a disaster waiting to happen, he immediately slows the flow of time
and springs into action! Can he follow his personal code to not hurt himself in time to save someone
else who probably also doesn’t want to get hurt? The choice is yours!
SECTION 1.3 – AESTHETICS
The art style of the game can be described as cartoony, yet proportionate. The body of the
playable character must match with the joints and movements made by the player in order to function
properly. The game aims for a humorous tongue in cheek style to help players be more open with using
the mo cap suit and make the overall experience more fun. We would like to implement sketchy
shading or cell shading to further the effect, but it is on low priority for meeting our personal
milestones.
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The Spine
CHAPTER 2 – TECHNICAL DESIGN
SECTION 2.1 – MECHANICS
SUBSECTION 2.1A – GAMEPLAY
The Spine is a full body motion game, with the player using a motion capture suit in order to
read body movement and translate it to the character model on screen. Levels are broken into 4
sections, representing 4 different scenarios in which lifting objects is required to proceed. Players
encounter virtual objects and emulate the proper technique with their bodies in order to lift them.
Scoring is based on performance in accuracy (measuring how closely they follow the procedure, within a
standard margin of error) and speed. Once a section is cleared the player makes a “Superman” flying
gesture in order to proceed to the next section of the level. Each section increases the difficulty and
tension of the scenario.
SUBSECTION 2.1B – CONTROL SCHEME
All in game actions are controlled by body movements while wearing a motion capture suit.
SECTION 2.2 – ASSETS
SUBSECTION 2.2A – RESEARCH AND LIFTING PROCEDURES
This project is meant to educate Fire Fighters on the correct lifting procedures when dealing
with heavy equipment, ensuring injury does not occur from misuse or strain. The core lesson for each
procedure relies on three principles:
1. The spine stays in a neutral position as long as possible.
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The Spine
2. Tilt the object if possible to distribute weight, and grab in a comfortable position.
3. Lift while keeping the object close to the body.
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The Spine
SUBSECTION 2.2E – SCREENSHOTS
Screenshots (when applicable)
An overview of the level. The numbers indicate the different sections of the level
A low polygon car to be used in the game. Will be improved for final submission
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The Spine
A low polygon truck to be used in the game. Will be improved for final submission
SECTION 2.3 – LEVEL CONCEPT
The finalized build of The Spine will consist of one level split into 4 sections, each increasing the
difficulty at a reasonable pace. Each section may require the player to lift several objects before they
may progress, or multiple “Flying” sections. At each section a ranking will appear to grade the player on
how well they are performing. If the performance is below standard, a brief reminder of the core
principles is displayed and the player will have to redo the current section.
Section
1
2
3
4
Description
Debris blocking the street
Men trapped under cars
Bomb removal
Lift a collapsed building
SECTION 2.4 – LEVEL DESIGN
SUBSECTION 2.4A – LEVEL SECTION 1
The day needs saving, but rescue workers can’t get to where they need to go! It seems the road
has been blocked by debris by none of than The Spine’s archenemy – General Guideline! The evil
mastermind is off to wreak havoc on the city, but his signature line trail hasn’t faded yet! The Spine
must remove the debris before the trail is lost!
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The Spine
SUBSECTION 2.4B – LEVEL SECTION 2
The rescue workers have made it to the street and are on the scene! Following the trail has lead
to a massive pile up on at the intersection. It appears General Guideline has caused a car accident, and
people are trapped underneath the vehicles! The Spine must lift the cars so the rescue team can get the
victims to the hospital! There are 5 cars in all.
SUBSECTION 2.4C – LEVEL SECTION 3
General Guideline knows The Spine is on his trail, and has left a decoy to slow him down. It’s no
big deal really, just a subatomic particle destroying bomb which The Spine is totally invulnerable to… but
the people of the city might be somewhat concerned about. It’s wired into a large console, so it will
have to be removed delicately before being thrown directly into the sun.
SUBSECTION 2.4D – LEVEL SECTION 4
The day is saved, but Guideline is escaping to cause havoc another day. The Spine has one
chance to intercept him before he gets away. You know what? This guy? Screw him. He is a jerk. Grab
those collapsed buildings and swat him out of the sky! The buildings are extremely heavy, but as long as
The Spine doesn’t deviate from the proper procedure he should be able lift them without crushing
himself in the process.
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The Spine
CHAPTER 3 – TECHNICAL ANALYSIS
SECTION 3.1 – TECHNOLOGY
The Spine is a 3D training simulation game for PC. The game runs on the Unity Pro engine and is
played using a motion capture suit and field, provided by the UOIT Game Development lab. To use the
motion capture rig as the controller, we must send data over our network from Arena using C++ to the
Unity Pro engine.
The OptiTrack Arena Motion Capture Software is what runs on the motion capture rig computer
and the computer that will be running the game has the Unity Pro 2.61 engine. All models in the game
have been created with Autodesk Maya. Sounds will be recorded on our laptops with a microphone and
will be edited using Audacity.
SECTION 3.2 – MENU SYSTEM
Launch Program
Main Menu
Play “The Spine”
Instructions
Instructions

Instructions and
rules will be listed
here

As well as a map of the
control scheme
Return to Main
Menu
Play Game
Exit
Terminate Program
NOTE: Template
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The Spine
SECTION 3.3 – DEVELOPMENT TIME
The following table showcases our current timeline for the development of “The Spine” and all
relevant tasks that must be completed.
Date
February 11th
February 28th
March 14th – 18th
April 11th
Priority
As of this date, Gate #2 and all of its
requirements will be completed to the desired
specification.
Along with the Gate #2 submission, our
research report will almost be complete and
pending approval we can conduct a study
At this point, we will have a fully working
game and we can work on tweaking the game
mechanics and the rest of the game as necessary
to provide a fun and educational experience. Our
research report will also be completed by this
time.
As of this date, we will start our full
capstone report and all of our research will be
completed. We will also have more tweaking to
do to our game to make sure it`s completed to the
best of our abilities.
This is the due date of the final project.
The game and all accompanying reports will be
completed and submitted.
SECTION 3.4 – OTHER TECHNICAL CONCERNS
SUBSECTION 3.4A – RISKS
The notable risk that we face with this project is running out of time due to wanting complicated
things to be a part of the game. We are trying to avoid such things by making everything as simple as
can be at the moment and making it progressively more complicated when we have the time to do so.
We would essentially be going down our wish list of things we would like to see in the game. Our other
risk is that our game may not be considered “fun”, but rest assured we’ll be trying our best to make it
fun for everyone.
SUBSECTION 3.4B – ALTERNATIVES
Should we fall behind with our deadlines, the best option to keep the team on track would be to
drop some of the non-required functionality of the game to focus more on the required items. Doing so
will allow us to catch up on some needed work and still make the deadline. Time management is pretty
key to this project so we need to make sure that we don’t ever need to do this.
We can also use the Kinect sensor on the PC using OpenNI in combination with a couple of other
programs. There are some known hacks out there that would allow us to use the Kinect for our game.
We are confident we could use this instead of the motion capture rig as there was a team at the Global
Game Jam that made a Kinect game in 48 hours.
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The Spine
SUBSECTION 3.4C – TECHNICAL GOALS AND WISHLIST
Goals:
 Real time data streaming between Unity and Arena
 Player character complete
 Interaction with the game environment
 Player controls
Wish List:
 Implement all sections of the demo level
 Functioning menu system
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The Spine
SECTION 3.5 – TECHNICAL DESIGN DOCUMENT









Base objects
Controls
Camera
Heads up display
Menu system
Animations
Sound
Switch level sections
Create end game
SUBSECTION 3.5A – TOOLS
 Unity Pro engine v.2.61
 OptiTrack Arena Motion Capture Software
 UOIT Motion Capture Rig
 Autodesk Maya
SUBSECTION 3.5B – TECHNICAL ISSUES
 Finding the best method to stream data from Arena to Unity (the hardest task to complete)
o Tried to make a DLL to do this, found out this is very difficult
o As of now, we are using C++ to stream the data over our network
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