Showing posts with label schedule. Show all posts
Showing posts with label schedule. Show all posts

Monday, April 26, 2010

4 Day Schedule: What's Left with Art?

Things that need doing (Priority Order):
  • Explaining how to lose tutorial screens
  • Level 5 6 7 tutorial screens
  • Narrative start screen
  • Take down the DB of the guitar squeel
  • Scientist death animation
  • Finish 2nd girl
  • Paint last 2 levels
  • Chop up 3 levels
  • Start 3rd girl
  • Credits Screen
  • Change the title screen
  • Tweak health levels
  • Tweak enemy counts in all stages
  • Tweak queen bee count
  • Tweak crowd life span
  • Tweak the scientist spraying times
  • Text for the murder counts
  • Change the level background for the levels
  • Change the music for the levels (monsterocity in the tutorial levels)

Due: Tuesday

  • Symposium 3 people banners (ozzy, grunt, crowd lady)
  • Symposium logo scroll banner
  • Symposium pillar logo banners
  • Cardboard Standie to block the monitor

Saturday, April 24, 2010

5 Day Schedule: What's Left with Art?

Things that need doing (Priority Order):
  • Explaining how to lose tutorial screens
  • Level 5 6 7 tutorial screens
  • Narrative start screen
  • Take down the DB of the guitar squeel
  • Scientist death animation
  • Finish 2nd girl
  • Paint last 2 levels
  • Chop up 3 levels
  • Start 3rd girl
  • Credits Screen
  • Change the title screen
  • Tweak health levels
  • Tweak enemy counts in all stages
  • Tweak queen bee count
  • Tweak crowd life span
  • Tweak the scientist spraying times
  • Text for the murder counts
  • Change the level background for the levels
  • Change the music for the levels (monsterocity in the tutorial levels)

Due: Wednesday

  • Symposium 3 people banners (ozzy, grunt, crowd lady)
  • Symposium logo scroll banner
  • Symposium pillar logo banners

Friday, April 23, 2010

6 Day Schedule: What's Left With Art?

Things that need doing (Priority Order):
  • Explaining how to lose tutorial screens
  • Level 5 6 7 tutorial screens
  • Narrative start screen
  • Take down the DB of the guitar squeel
  • Scientist death animation
  • Finish 2nd girl
  • Paint last 2 levels
  • Chop up 3 levels
  • Start 3rd girl
  • Credits Screen
  • Change the title screen
  • Tweak health levels
  • Tweak enemy counts in all stages
  • Tweak queen bee count
  • Tweak crowd life span
  • Tweak the scientist spraying times
  • Text for the murder counts
  • Change the level background for the levels
  • Change the music for the levels (monsterocity in the tutorial levels)

Due: Wednesday

  • Symposium 3 people banners (ozzy, grunt, crowd lady)
  • Symposium logo scroll banner
  • Symposium pillar logo banners

Thursday, April 22, 2010

7 Day Schedule: What's left with art

Things that need doing (Priority Order):
  • Explaining how to lose tutorial screens
  • Level 5 6 7 tutorial screens
  • Narrative start screen
  • Take down the DB of the guitar squeel
  • Scientist death animation
  • Finish 2nd girl
  • Paint last 2 levels
  • Chop up 3 levels
  • Start 3rd girl
  • Credits Screen
  • Change the title screen
  • Tweak health levels
  • Tweak enemy counts in all stages
  • Tweak queen bee count
  • Tweak crowd life span
  • Tweak the scientist spraying times
  • Text for the murder counts
  • Change the level background for the levels
  • Change the music for the levels (monsterocity in the tutorial levels)

Due: Wednesday

  • Symposium 3 people banners (ozzy, grunt, crowd lady)
  • Symposium logo scroll banner
  • Symposium pillar logo banners

Saturday, February 27, 2010

Revised Spring Schedule

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 bg, Level 2 bg, Level 3 bg, game over song, X level completed song, X intro theme, credits song, boss theme

SFX: 3 boss 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



+++++MAKE TIME FOR LEVEL DESIGN!!!!!!!!


Weekly Breakdown:


Week 5 - Wensday, Feb 24th
Art: All Scientist animations complete, level 2 assets started

Code: Hit multiple enemies, Level XML, level begins and ends using the timer, mouse bug fixed

Music: level 5 song written, level 4 song mastered

SFX: Queen Bee sound, Injection sound

Week 6 - Wensday, March 3rd
Art:Grunt animations complete, level 2 assets complete

Code: GRUNT AND SCIENTIST AI MUST BE DONE, combo feedback (split this task!), character animations visible and playing

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, level 3 assets started, level over screen

Code: GDC Week

Music: game over song mastered, level over song written

SFX: Collision sound, special ozzy hit sound, scientist hit sound

Week 8 - Wensday, March 17th - Full Level System Accomplished/All Assets In
Art: Ozzy animations complete, Last Boss animations started, level 3 assets complete

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, Special attack integrated (it goes off only when hit, make character blink to signal), enemies spawning off screen and coming in,

Music: Intro theme written, level over song mastered

SFX: Boss sounds

Week 9 - Wensday, March 24th Beta – LEVELS DESIGNED THIS WEEK
Art: Boss animations complete, Crowd animations started

Code: LAG behavior coded (walk around the screen, if Ozzy enters field of vision he charges at him and is invincible while charging, also hits grunts and scientists out of the way but does no damage), Final Boss AI coded.

Music: Intro theme recorded/mastered

SFX:

Week 10 - Wensday, March 31st – Play Test
Art: LAG animations complete, Crowd Animations Complete

Code: This is overflow space, Bug testing, Bug fixing, implementing all of the assets

Music: Credits theme written

SFX: This is overflow space

Week 11 - Wensday, April 7th – Play Test
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 – Play Test
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 – FINAL PLAY TEST
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

Mosh Pit Spring Schedule: Revised

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

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:
  • 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.
Total : 173 hours

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
Total: 150 hours

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
Total : 15 hours

Monday, December 28, 2009

Mosh Pit: Spring Schedule

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

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



Weekly Breakdown:

Week 1 - Wednesday, Jan 27th - This week is to take care of anything left over from the break
Art: Ozzy movement animations started, level objects concepted

Code: Group and Singular AI started

Music: Writing in progress on level 3 song

SFX: injection sound

Week 2 - Wednesday, Feb 3rd
Art: Bosses concept-ed, Ozzy movement animations complete

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: Grunt movement animations complete, feedback timer for grunt queen bee (! or an arrow with a timer under it)

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: All Scientist animations complete, Boss animations started

Code: adding assets, level timer in place, bosses in place with placeholders

Music: Level 4 song written, level 3 song mastered

SFX:

Week 5 - Wensday, Feb 24th
Art: Grunt animations complete

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:

Week 6 - Wensday, March 3rd
Art: Ozzy animations continued

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:

Week 7 - Wensday, March 10th
Art: Ozzy animations complete

Code: Grading system and end of level tally complete, fire trail implemented

Music: game over song mastered, level over song written

SFX:

Week 8 - Wensday, March 17th - Full Level System Accomplished/All Assets In
Art: Boss animations complete

Code: Game must work from the start screen to the end of the level(game over/end of level then start a new level)

Music: Intro theme written, level over song mastered

SFX:

Week 9 - Wensday, March 24th - Beta
Art: LAG animations complete

Code: LAG behavior coded

Music: Intro theme recorded/mastered

SFX:

Week 10 - Wensday, March 31st
Art: Main logo, company logo, credits designed

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: Website designed

Code: Bug testing, bug fixing, website coding

Music: Overflow space

SFX: Overflow space

Week 13 - Wensday, April 21st
Art: Website up and running

Code: Final bug fixing, tweaks

Music: Overflow space

SFX: Overflow space

Week 14 - Wensday, April 28th - Final Game

Tuesday, December 22, 2009

Mosh Pit: Winter Schedule Revised

Bugs to Fix:

Priority Order:

Code Department
1) Finish gaining power/speed, then integrate a spawning ratio of grunts at the different levels, also the losing of power when you get hit. Must be accomplished: Moving up a speed level after a hit, player getting a boost after a successful hit as per the diagram, losing all speed levels if hit.

2) Fix turning guys red bug, must use tint not animation.

3) Fix scientists effecting the crowd meter.

4) Fix bug of people moving with the screen and not going outside of it. They must go off screen.

5) Fix knocking over people so they get flung and if an enemy being flung hits another enemy do secondary damage to those around them. (Have that counted in the score 100 for full 50 for half). MAKE A MOCK UP OF THIS!!

6) Fix getting hit yourself and being throw away, then blinking for a few seconds before being able to bit hit again.

7) Feedback (blood splats on the screen, showing when scientists are attacking crowd, using the red tint, getting a score report from a hit (numbers come off the dudes you hit and goto the combo meter?), What happens if a combo fails (X the thing out)

8) Finish breakable objects (Get rid of dud bomb after its hit and cycles through the animation)

9) Combo meter bug (Timer does not reset)

Art Department
1) Get the 5 level paintings done.

2) An icon that displays the scientists working ( blinking urgent Syringe?)

3) Icon that displays when the mouse is active/inactive

4) The crowd

5) Feedback things (Combo failing, fonts for the score text, general game fonts)

Music Department
1) Start making drum beats with Cubase and Drum Kit from Hell

2) Get finished Metaleqsua song to Russ for mixing.

3) Begin writing Pantera and Slipknot-ish songs

4) Feedback sounds (Barrel/Objects getting hit, smacking noise for collision, Ozzy's sounds)

Sunday, December 13, 2009

Mosh Pit: Winter Schedule

To Do:

Margaret:
Group/Single AI, Feedback (Blood Splats, numbers appearing for hits, scoring differences (scientist worth more than a grunt, a dud bomb work less than scientist and grunt) )

Lawrence: 5 Level Backdrops, placeholders for robot/large guy, finish writing metallesqua and pantera stages.

Bugs to Fix: Tinting Enemies, screen scrolling bringing enemies/objects with it, impulse from hitting an enemy not triggering, speed/power building.

Priority

Margaret Priority Order:

Group AI
Queen Bee (It can be any random grunt and if they die the state change aborts)
Circle Pit
Wall of Death
Hardcore Pit (standing around but they spread out all over the screen)
Chaos

Single AI
Scientists (hooked up to the combo meter)

Feedback
Scoring Differences (scientists worth more than grunts, level objects worth less)
Numbers for Hits
Screen Blood Splats


Lawrence Priority Order:

First Sketches Laid Out Together for Cohesion
Level/Breakable Objects Noted
Final Line-work done
Color Pallets for Each Level Picked and Assembled Together for Cohesion
Black and White Shading for Each Level
Finished Color

Large Angry Guy Placeholders
Robot Placeholders

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.