Showing posts with label production. Show all posts
Showing posts with label production. Show all posts

Saturday, October 31, 2009

Fall Production Schedule: Revision 2

Code Things to Be Done by the Alpha:
  • Crowd Meter
  • Grunt and Scientist AI
  • Alternate Pinball Controls
  • Damage/Power/Health
  • Polygon collision boxes
  • Breakable Objects
  • Front and Back Collision
  • Attack/Dodge Mechanic
  • Solo Mode Mechanic
  • Finished Controls with Steering after Throw
Art Things to Be Done by the Alpha:
  • Scientist Placeholders
  • Ozzy Damage States
  • Breakable Object Placeholders
  • Level Start Screen
  • Level End Screens (Game Over/Victory with stats)
  • First Level Background

Week 9 - Wednesday, Nov 4

Art - making 2 kinds of smash-able objects (damage dealing and smashing for the sake of it), finishing the placeholder damage states for Ozzy

Code – Fixed screen scroll/flixel integration, code cleanup, grunt AI planned out, damage/power system integrated. Pool ball style controls readied for testing.

Music – Starting final recording for the first level track. Compose 2nd level track, Compose game over & victory music.

Week 10 - Wednesday, Nov 11

Art – Scientist placeholders done, start first level background.

Code - Crowd meter is implemented, front and back collisions are added. Damage/power system finished off. Testing Begins.Grunt AI integrated. Decide which control scheme is used then add steering to it.

Music - Start final drum and vocal tracking for first level track. Compose 2nd level track. Finish game over & victory music.

Week 11 - Wednesday, Nov 18

Art - First background finished.

Code – Crowd meter is linked to the combo meter, scientists can now decrease the crowd meter when in position. Front/Back collisions polished. Testing results are put into effect. Scientist AI integrated.

Music - Composing 2nd level track. Start Composing Title Screen track.

Week 12 - Wednesday, Dec 2 – Prototype 3 – combo and crowd meter working together, first level song completed and level 1 background completed. Near finished game at this point.

Week 13 - Wednesday, Dec 9

This is when the actual play test starts. Be ready for this.

Art – Anything that does not have a placeholder at this point.

Code – All animation states inserted into the game.

Music - Start final recording title screen track, game over & victory screen tracks.

Week 14 - Wednesday, Dec 16 – Alpha – One finished level.

Wednesday, September 30, 2009

Production Schedule Revision 1

X Week 1 - Wednesday, Sept 2 X

X Week 2 - Wednesday, Sept 9 X

X Week 3 - Wednesday, Sept 16 X

X Week 4 - Wednesday, Sept 23 – half way finished with prototype 1

X Week 5 - Wednesday, Sept 30 – Prototype 1 – Finished controls with moving enemies and a

mocked up level.

Week 6 - Wednesday, Oct 7

Art - Concept art for main enemies (builders/non-builders being similar)/Work done on background

Code – Screen Scrolling, drag and throw(dramatically lower max speed when dragging as opposed to throwing), slow down enemies.

Music

Week 7 - Wednesday, Oct 14

Art – Main character animations for various stages of running(with trails)/Second character concepted

Code – Mouse joint added to the throwing, Combo system started. Enemy AI started.

Music

Week 8 - Wednesday, Oct 21

Art - Hit and hitting place holders are made/Background finished/Secondary character run animations/scientist placeholder created.

Code – Combo system finished and inserted sans graphics. AI for the scientists and grunts inserted.

Music

Week 9 - Wednesday, Nov 4 – Prototype 2 – Tested/finish controls, enemies in place with screen scrolling and collisions with a goal to hit a set combo number for the player. Finished animations for the character and finished first level background.

Week 10 - Wednesday, Nov 11

Art – Hit and being hit (weak, medium and hard front/back) animations completed for grunts/scientists

Code -Momentum system put in place(enemies now knock player down/deal damage)/Combo system finalized/Detecting front and back hits.

Music

Week 11 - Wednesday, Nov 18

Art - Health animations for player and enemies

Code – Crowd meter is linked to the combo meter, scientists can now decrease the crowd meter when in position. Second character controls implemented.

Music

Week 12 - Wednesday, Dec 2 – Prototype 3 – combo and crowd meter working together, Two characters controlled by the player. Scientists and enemies behaving like they should.

Week 13 - Wednesday, Dec 9

This is when the actual play test starts. Be ready for this.

Art – Damage states animated for player characters and scientsts/grunt enemies

Code – Breakable objects inserted. Health and damage added, player now able to lose and revive downed characters.

Music

Week 14 - Wednesday, Dec 16 – Alpha – One finished level.

Tuesday, September 22, 2009

Production Schedule

Week 1 - Wednesday, Sept 2 X

Week 2 - Wednesday, Sept 9 X

Week 3 - Wednesday, Sept 16 X

Week 4 - Wednesday, Sept 23 – half way finished with prototype 1

Week 5 - Wednesday, Sept 30 – Prototype 1 – Finished controls with moving enemies and a

mocked up level.

Week 6 - Wednesday, Oct 7 – Tested and refined controls/Music implementation is discussed

Week 7 - Wednesday, Oct 14 – Collision system implementation

Week 8 - Wednesday, Oct 21 – Enemy AI inserted into the game for the scientists and grunt enemies and Music is implemented.

Week 9 - Wednesday, Nov 4 – Prototype 2 – Tested controls and working collisions with momentum system in place.

Week 10 - Wednesday, Nov 11 – Combo system is put in place

Week 11 - Wednesday, Nov 18 – Crowd meter is inserted into the game

Week 12 - Wednesday, Dec 2 – Prototype 3 – combo and crowd meter working

Week 13 - Wednesday, Dec 9 - Enemy AI is inserted for Large Angry Guy, Spike Trap

Week 14 - Wednesday, Dec 16 – Alpha – One finished level with placeholder graphics, tested and awesome.