Number of Weeks: 14
Feature Lock: Week 4
Finish Date: April 28th
Total Asset List
Art: Ozzy animations full set, Grunt animations full set, Scientist animations full set, font set, intro screen, game over screen, in between levels screen, level bosses, LAG animations full set, Spike Trap animations full set, break-able objects for each level, hittable objects for each level
Code: Initializing the level timer, setting up levels, setting up bosses, special attack after guitar squeels are maxed, group AI, singular AI, initializing any remaining feedback items, polish FX (screen shake, zoom), enemies spawning off screen, fire trail
Music: Level 1 to 5 background music, game over song, level completed song, intro theme, credits song, boss theme
SFX: 5 bosses sounds, scientist hit, collision sound, injection sound, points added to score after combo, Ozzy special hit sound, adding to crowd meter sound, queen bee sound, Ozzy talking
Weekly Breakdown:
Week 1 - Wednesday, Jan 27th - This week is to take care of anything left over from the break
Art: Finish off the last 2 levels
Code: Group and Singular AI started
Music: Writing in progress on level 4 song, Level Over Song, Boss Fight Song
SFX:
Week 2 - Wednesday, Feb 3rd
Art: Ozzy movement animations started, level objects started
Code: Group and Singular AI completed
Music: Level 2 song recorded, level 3 song in progress
SFX: adding to crowd meter
Week 3 - Wednesday, Feb 10th
Art: Bosses concept-ed, Ozzy movement animations complete, Grunt movement started
Code: current asset integration, AI debugging, level set up with placeholder screens
Music: Level 3 song recorded, level 2 song mastered
SFX:
Week 4 - Wednesday, Feb 17th - Feature Lock
Art: Grunt movement animations complete, feedback timer for grunt queen bee (! or an arrow with a timer under it), level objects complete
Code: adding assets, level timer in place, bosses in place with placeholders
Music: Level 4 song written, level 3 song mastered
SFX: Scientist Hit
Week 5 - Wensday, Feb 24th
Art: All Scientist animations complete, Boss animations started
Code: Special attack integrated (it goes off only when hit, make character blink to signal), enemies spawning off screen and coming in.
Music: level 5 song written, level 4 song mastered
SFX: Queen Bee sound, Injection sound
Week 6 - Wensday, March 3rd
Art:Grunt animations complete
Code: Polish FX put in place (Screen shake, zoom), grading system and end of level tally started
Music: level 5 song mastered, game over song written
SFX: Ozzy talking, adding to crowd meter sound (Cheering?)
Week 7 - Wensday, March 10th - GDC Week
Art: Ozzy animations continued
Code: GDC Week
Music: game over song mastered, level over song written
SFX: Collision sound, special ozzy hit sound
Week 8 - Wensday, March 17th - Full Level System Accomplished/All Assets In
Art: Ozzy animations complete, Boss animations started
Code: Game must work from the start screen to the end of the level(game over/end of level then start a new level), Grading system and end of level tally complete, fire trail implemented
Music: Intro theme written, level over song mastered
SFX: Boss sounds
Week 9 - Wensday, March 24th - Beta
Art: Boss animations complete
Code: LAG behavior coded
Music: Intro theme recorded/mastered
SFX:
Week 10 - Wensday, March 31st
Art: LAG animations complete
Code: This is overflow space
Music: Credits theme written
SFX: This is overflow space
Week 11 - Wensday, April 7th
Art: Start screen, game over screen, level over screen designed
Code: Bug testing, Bug fixing, implementing all of the assets
Music: Credits theme recorded and mastered
SFX: Overflow space
Week 12 - Wensday, April 14th
Art: Main logo, company logo, credits designed
Code: Bug testing, bug fixing, website coding
Music: Overflow space
SFX: Overflow space
Week 13 - Wensday, April 21st
Art: Website designed, Website up and running
Code: Final bug fixing, tweaks
Music: Overflow space
SFX: Overflow space
Week 14 - Wensday, April 28th - Final Game
Saturday, January 30, 2010
Thursday, January 28, 2010
Mosh Pit Prototype: Screen Scrolling
Play the Prototype
This one includes:
- Fixed Screen Scrolling
- Newest Background
- Gaining Power Levels
- Scientists Effecting the Crowd Meter
There are a bunch of bugs that come with this that will be sorted for the next one.
Tuesday, January 26, 2010
Mosh Pit Level 3: Cubicle Farm start
This is the very start of level 3. As you can see there's going to be breakable windows on each side. Enemies can be smacked out but so can the player!
Labels:
cubicle farm,
level 3,
Mosh Pit
Monday, January 25, 2010
Thursday, January 21, 2010
Monday, January 18, 2010
Wednesday, January 13, 2010
Friday, January 8, 2010
Scrum Breakdown
Total Asset List: Hour Breakdown
Winter
Art Department
1) Get the 5 level paintings done. ~ 20 hours each, 1 90% complete, 1 50% complete, 75 hours remaining
2) An icon that displays the scientists working ( blinking urgent Syringe?) ~ 3 hours
3) Icon that displays when the mouse is active/inactive ~ 3 hours
4) The crowd (stationary) ~ 20 hours
5) Feedback things (Combo failing, fonts for the score text, general game fonts)
Combo Failing ~ 1 hour
All fonts ~ 4 hours
Total = 106 hours
Music Department
1) Start making drum beats with Cubase and Drum Kit from Hell ~ Done
2) Get finished Metaleqsua song to Russ for mixing. ~ 30 hours
3) Begin writing Pantera and Slipknot-ish songs ~ 15 hours
4) Feedback sounds (Barrel/Objects getting hit, smacking noise for collision, Ozzy's sounds) ~ Each sound 3 hours, 20 hours
Total = 65 hours
Spring
Art:
Music:
SFX:
Winter
Art Department
1) Get the 5 level paintings done. ~ 20 hours each, 1 90% complete, 1 50% complete, 75 hours remaining
2) An icon that displays the scientists working ( blinking urgent Syringe?) ~ 3 hours
3) Icon that displays when the mouse is active/inactive ~ 3 hours
4) The crowd (stationary) ~ 20 hours
5) Feedback things (Combo failing, fonts for the score text, general game fonts)
Combo Failing ~ 1 hour
All fonts ~ 4 hours
Total = 106 hours
Music Department
1) Start making drum beats with Cubase and Drum Kit from Hell ~ Done
2) Get finished Metaleqsua song to Russ for mixing. ~ 30 hours
3) Begin writing Pantera and Slipknot-ish songs ~ 15 hours
4) Feedback sounds (Barrel/Objects getting hit, smacking noise for collision, Ozzy's sounds) ~ Each sound 3 hours, 20 hours
Total = 65 hours
Spring
Art:
- Ozzy animations full set ~ 35 hours, 15 on running animations, 10 collision animations, 10 general
- Grunt animations full set ~ 20 hours, 10 on running, 10 on the rest
- Scientist animations full set ~ 10 hours
- Font set ~ 5 hours, this has to come before any of the level screens are put together
- Intro screen ~ 5 hours
- Game over screen ~ 5 hours
- In between levels screen ~ 5 hours
- Level bosses ~ 20 hours/ea
- LAG animations full set ~ 15 hours
- Spike Trap animations full set ~ 10 hours
- Break-able objects for each level 10 hours/ea
- Feedback animations: Collision sparks ~ 2 hours, Blood spray ~ 2 hours, Queen Bee indicator ~ 2 hours, Power Level Up Indicator ~ 2 hours, Enemy Death Indication (Blood splats on ground) ~ 2 hours, Scientist Converting Alert ~ 2 hours, Score text ~ 2 hours, Combo Meter Rising ~ 2 hours; Total 16
- Tutorial boxes ~ 5 hours
- Crowd Moving around ~ 10 hours for walk animations then 2 hours for palette swaps.
Music:
- Level 1 music ~ 15 hours recording
- Level 2 music ~ 20 hours writing/recording
- Level 3 music ~ 20 hours writing/recording
- Level 4 music ~ 20 hours writing/recording
- Level 5 music ~ 20 hours writing/recording
- Game over song ~ 10 hours writing/recording
- Level completed song ~ 15 hours for writing/recording
- Intro theme ~ 10 hours for re-recording
- Credits song ~ 15 hours for writing/recording
- Boss theme ~ 5 hours for final recording
SFX:
- 5 bosses sounds ~ 2 hours/ea
- Scientist hit ~ 2 hours
- Collision sound ~ 2 hours
- Injection sound ~ 1 hour
- Points added to score after combo ~ 3 hours
- Ozzy special hit sound ~ 2 hours
- Adding to crowd meter sound ~ 3 hours
Tuesday, January 5, 2010
Mosh Pit Level 2 Progress
I still have the side/back buildings/arch/dragon tail and cobblestones to finish in the sketch phase then I can bang out the final lines. I need to make everything a bit more dilapidated first.
Saturday, January 2, 2010
Mosh Pit Level 2 background
The china town level is a work in progress. I need to add more modern to the background and the building on the side. I have no idea what to stick there. Fuck.
Changing frame rates for animation
I just stumbled across that and for the characters running this could be amazing if we tied the animation to the speed that they're running at. It would make it feel a lot less "glidey"
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