Task
|
Completion
(Yes/ No)
|
Name
|
Pause-menu and GUI
|
Yes
|
Tejas (Producer)
|
Sounds: Menu sounds (button clicks, audio feedback for
selection)
|
Yes
|
James
|
Asset placement (AI, prefabs, path-finding nodes) in
“rainforest map”
|
Yes
|
Kevin
|
Begin work on the bare-bones tiger model in Mudbox
|
Yes
|
Matt
|
Updated: (TYPE DATE THAT COMPLETION
COLUMN WAS EDITED)
Milestones
Date
|
Task Desired
|
On Track?
|
10/8 - T
|
·
Work
on improving the FPS in Unity
·
Work
on environment sound (water sound) and bear sounds such as (roaring,
stomping, walking, slashing)
·
Work
on level design (maps and sketches of the desired level) This will be
converted to the Unity File after finalization
·
Improve bear model and make it into an
FBX file
|
Yes
|
10/10 - TH
|
·
Continue Game Mechanics
·
Have
a prototype built ready for play testing for bugs
·
Have
at least one character active
·
Make sounds and actions co-exist
·
Have a very clear game mechanics and
instruction list
|
Character
still needs tweeks, began working on sounds and actions co-existing
|
10/15 - T
|
·
Begin working on character two and or
minions
·
Start
thinking about animations of characters and idle movements
·
Have
art environment really start coming through
|
Behind on character develop due to lack of
skill. New model produced today.
Art Environment is excelling
|
10/17 - TH
|
·
Begin implementation of 2nd
character and have minions for polar bear function
·
Start
working on technical aspects such as attacking and defending
·
Have
the environment of game look more realistic and allow the character art to
co-exist in it
·
Have all sound effects for every
movement complete by this date
|
|
10/22 - T
|
·
Have rough draft of 2nd
character complete
·
Place
prototype of character two in the game with the mechanics of the bear
·
Begin
crafting environment for human interaction
·
Start considering art and navigation
for menu, title scree, and every action movement of characters
|
|
10/24 - TH
|
·
Have modified and final version of
human and save to a FBX format for unity
·
Have
a prototype ready for playtest that incorporates both characters
·
Assign
sound affects properly to every movement and character
·
First draft of interface is up
|
|
10/29 - T
|
·
After tweaking interface, have final
version of interface, menu, and icon development
·
Completion
of all sounds correlating to movement
·
Finalize
environment for each character
·
Develop a universal base that each can
share. (this will be divided into two bases if time allows us to do so)
|
|
10/31 - TH
|
·
Characters are complete as well as
sounds, interface and controls
·
Have
a rough/ final base for either one character or both
·
Have
a scoring system implemented and allow for one side to win
·
Have version 1 of game complete.
|
The Lens of Inner Contradiction
What is the purpose of our game?
The purpose of our game is to inform players of the hazards
of global warming and all of its side effects. Instead of being very serious in
tone about this issue, we took the route of exaggeration. Obviously polar bears
will not be fighting humans but for shock value and the concept, we feel we can
adequately attract and audience, inform them and make them have fun at the same
time.
What are the purposes of each
subsystem in my game?
All
of our games subsystems are in place to make the game a more unified
experience. We do not want the game to feel its gets to serious or to over the
top. Adding humor with over the top gameplay, and combining that with a serious
issue like global warming sparks somewhat of an interesting controversy.
Is there anything at all in
my game that contradicts these purposes?
The game
itself contradicts the seriousness of the issues it is trying to bring about,
however that was the intention from the beginning.
If so, how can I change
that?
We do not
want to change that problem.
Lens of Nameless Quality
Does my design have a special
feeling of life, or do parts of my design feel dead? What would make my design
feel more alive?
The
environment which players will be placed into is very open. The game feels
alive because of the large, natural looking environment. The land is barren
however, the colors scheme does not breathe life into the game. More additions
to the environment adding plant life and having wind like effects would make
our game more lively.
Which of Alexander's fifteen
qualities does my design have?
Our game has the quality of simplicity and inner calm. This
is most notable in the games feel and tone. The color scheme is very simple,
but very polished at the same time. We would also like to have non-separateness
since our games characters and themes stem heavily from the environments. We
don’t want to throw something into the game that wouldn’t fit in with its
surroundings.
Could it have more of them,
somehow?
Simply put, yes. Our game could have more qualities but
these qualities would require additional gameplay mechanics, which need time to
crafted and placed into our game. If we have time to add such qualities, we
will try to implement them.
Where does my design feel
like my self?
Everywhere,
my team and I have created the game from scratch so I feel the game reflects
the work and feelings of everyone has worked on the game.