Task List for 10/24/2013:
Task
|
Completion
(Yes/ No)
|
Name
|
AI Attack Towers
that attack back
|
No
|
Tejas
(Producer)
|
Sounds: Ambient
sound (windy), snowball sound, and bubbling sound
|
No
|
James
|
Asset placement
on maps (AI / character placement and spawn locations) ; Title screen menu
paper prototype
|
No
|
Kevin
|
Use mudbox to
improve polar bear model and add fur
|
No
|
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.
|
|
Lens of Accessibility
- How will players know how to begin solving my puzzle, or playing
my game? Do I need to explain it, or is it self-evident?
Players will know how to play the game by either
reading the help screen that will be accessible from the main menu or through
basic trial and error gameplay. We are
not aiming for a game that requires extensive knowledge or skill to play so
learning to play will be more a self-evident process.
- Does my puzzle or game
act like something they have seen before? If it does, how can I draw attention
to that similarity? If it does not, how can I make them understand how it does
behave?
Our game does have similarities to other games but we
would actually prefer to stray away from letting the players know that. We hope
that our game draws inspiration from similar titles but we don’t want that idea
to take over the initial appeal of the game.
- Does my puzzle or game draw people in, and
make them want to touch it and manipulate it? If not, how can I change it so
that it does?
Initially, our game was going to be played in 3rd
person. Now we have made a decision to convert that into first person. By doing
that, the level of immersion is intensified greatly. On top of that, we have a
large environment that players can explore for themselves.
Lens Of Visible Progress
- What does it mean to make progress in my game or puzzle?
To make progress in our game is to advance closer to
and ultimately destroy your opponents base. Players can track their individual
progress by checking how many kills they have or checking their score if we
implement a scoring system of some sort.
- Is there enough progress in my game? Is there a way I can add
more interim steps of progressive success?
Our game only has one clear objective at this point. The addition
of smaller, optional objectives would open up gameplay and variety for players.
Also, attaching some form of a reward after doing said objectives would give
more incentive for players to progress in the game.
- What progress
is visible, and what progress is hidden? Can I find a way to reveal what is
hidden?
Visible progress will be
how close the player is to destroying the base. A health bar will represent
this. Other visible progress will be how long the game has been going on. This
can be seen with a timer that will be displayed at the start of the game.
Progress that won’t be visible to the player is the minion’s progress. Players
cannot control the minions or choose target for them.
Lens of The Pyramid
- Is
there a way all the pieces of my puzzle can feed into a singular challenge at
the end?
All of the actions the
player can do, whether big or small, mandatory or optional, they will all help
the player proceed towards their main goal of winning the game.
Big pyramids are often made of little pyramids – can I have a
hierarchy of ever more challenging puzzle elements, gradually leading to a
final challenge?
Our game only has one
main objective, however we could break that down into smaller objectives.
Perhaps a system that divides the main goal into 3 tiers. Each tier getting
gradually harder to complete. With each completion, the players get closer to
winning the game.
- Is the challenge at the top of my pyramid
interesting, compelling, and clear? Does it make people want to work in order
to get to it?
The top of the pyramid represents the pinnacle
of all the players actions. We hope that when they get to that point that they
feel accomplished and satisfied about the process of getting to that point.
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