Tuesday, 29 January 2013

List of assets to be created and mechanics to be programmed

Asset related tasks:

Human Player Character Model

  • White-boxed
  • Modelled
  • Finished - Textured
  • Animations
    • Movement
    • Shooting/attack
    • Level up effect
    • Death
    • Respawn
  • Port to CryEngine

Zombie Player Character Model


  • White-Boxed
  • Modelled
  • Finished - Textured
  • Animations
    • Movement
    • Shooting/attack
    • Level up effect
    • Death
    • Respawn
  • Port to CryEngine

Minion Model

  • White-boxed
  • Modelled
  • Finished - Textured
  • Animations
    • Movement
    • Attack
    • Death
    • Respawn
  • Port to CryEngine

Human Abilities

  • Decide on final set of 4 skills to be created and brief each in the format:
    • Skill name
    • Skill Icon
    • Aiming template (where necessary)
    • Level up skill icon ('+' in a box)
    • Projectile/skill effect
      • Modelled
      • Textured
      • Particle effects
      • Lighting effects

Zombie Abilities

  • Decide on final set of 4 skills to be created and brief each in the format:
    • Skill name
    • Skill Icon
    • Aiming template (where necessary)
    • Level up skill icon ('+' in a box)
    • Projectile/skill effect
      • Modelled
      • Textured
      • Particle effects
      • Lighting effects

Ease of use: in-game Indicators

  • Decide on a font for all written content
  • Movement indicator to show upon left click
  • Laser guide for target ranged weapons
  • Templates for ability targeting
  • Hit-splats for attack damage
  • Hit-splats for ability damage

Information 'Toasts' (kill messages)

  • Background/box for message at side of screen - translucent
  • Player name text
  • Character icons
  • attack type icons (character specific right-click attack weapon)
  • Fade in / fade out

Visual effects

  • Hit effects i.e. on hit blood splatters or recoil sparks of a bullet off a wall

In-game UI

  • User interface border/background
    • Draft
    • Final textured
    • Animated (where necessary)
    • Ported into CryEngine
  • Experience bar 
    • Draft
    • Final Textured
    • Animation for increase of experience
    • Animation for Level-up
    • Ported to CryEngine 
  • Ability icons
    • Draft
      • Cooldown indication (number countdown and greyed out area)
      • Assigned Hotkey visible
    • Final
      • Final icon in place
      • Cooldown animation
      • Glow animation for when ready to use again
    • Ported to CryEngine 
  • Health Bar
    • Draft
    • Final Textured
    • Animated for life loss/gain
    • Ported to CryEngine 
  • Mana/Energy Bar
    • Draft
    • Final Textured
    • Animated for Mana/Energy loss/gain
    • Ported to CryEngine
  • Skill improvement
    • Increase skill rank icon
    • animation for fade in / out (slide up from the skill icons?)
  • Minimap
    • Player icon
    • Minion Icon
    • Terrain map simplified
    • own base / enemy base objective marker

Death screen

  • Death screen translucent overlay for entire view pane
  • Respawn countdown timer

Personal score board

  • background for bar in the top left of the screen
  • kill and death numbers displayed
  • kill death icons

The Map

  • Decide final map layout and boundaries
  • Terrain layout in CryEngine
  • Assets imported and placed as per map design
  • Compile a list of all building to be created
  • Compile a list of all non-building terrain pieces (i.e. rubble piles, buses and cars etc.)
  • White box for every asset as a priority - 1st playable with all content imported to CryEngine
  • Each assets to be listed within this plan in the following format:
  • Asset Name i.e. Babbage building
    • White-box (to be completed first)
    • Modelled (complete shape but not textured, imported for testing)
    • Finished (Textured - to be decided on priority of each asset as will be beyond scope to complete everything)
    • Addition effects and animations (i.e. ventilation fans, smoke)

Mechanic/coding related tasks:

Player Characters

  • 3rd person top down camera
  • Left click to move
    • Issue movement command to character
    • Display movement marker icon
  • Player aims weapon towards mouse (with laser guide where relevant)
  • Right click to attack
    • Issue attack command
    • Create projectile at loction (if ranged attack)
    • Switch to attack animation
  • Use hot-keys 1,2,3,4 or Q,W,E,R to select abilities to be used
    • Highlight skill being used
    • Set cooldown timer

Minions

  • Minions should spawn in waves if a predetermined sized [5?]
  • Minion waves should spawn at a set interval [x seconds] or when previous wave is dead
  • Minion AI to follow a 'lane' towards enemy base
  • Minion AI to attack enemy Minions and Players within a given range of their path
  • Minions that have left their path should return to it once the distraction is dead or gone
  • Minions should prioritise attacking enemy Players when they are too close
  • Minions should prioritise attacking the enemy base once no enemy Minions are around

Abilities

  • Once an ability is selected it's aiming template should be visible
  • Left click to use ability once selected
  • Create projectile and related effects as skill is used
  • collision/hit detection for skills

Damage

  • When a player or minion is hit by an attack or ability a 'hit splat' should indicate the amount of damage dealt to that unit

Information 'Toasts' (kill messages)

  • Upon a kill create new kill message
  • Fill with correct information
    • Killing player name
    • Murdered player name
    • Killing weapon or ability icon displayed
    • Murdered player Icon displayed

Visual effects

  • When a projectile collides with terrain the recoil / hit animation for that material should be displayed and the projectile removed

In-game UI

  • User interface to be always on top of the scene (absolute foreground)
  • Experience bar should be updated whenever a player kills a unit
  • Ability icons should be changed when an ability is used to be on cooldown
  • Ability icons should be able to be clicked at active that skill
  • Ability ready animation should be played when the cooldown has refreshed
  • Health Bar should be updated with all damage changes
  • Mana/Energy Bar should be updated with each use of an ability for the correct cost
  • Skill improvement
    • Increase skill rank icon should be clickable and should increase the rank of that skill
  • Minimap
    • Should give an accurate representation of where each other object is relative to the player
    • Should be updated in real time with each movement command
    • Should be updated when a character or minion dies

Death screen

  • Should be displayed when a player's health reaches 0
  • Should upon a player's death the respawn timer should be set to a determined interval [dependant on length of game and player level?]
  • Should be removed when the cooldown reaches 0 and respawn animation played

Personal score board

  • Should be updated whenever a player dies or scores the killing blow on a character
  • Derive a mechanic to allocate kill-assists if more than one player helped to kill an enemy within a given time-frame

The Map

  • Terrain should block path-finding of units and stop projectiles
  • A height map should be agreed (to avoid issues with shooting from 3rd person - no Y axis aiming)
  • A character should be able to move through and attack along each lane of the map unimpaired
  • A character or minion should not be able to leave the map or become trapped within a terrain peice

Fog of War?

  • Implement a range of sight on the map
  • allowed team shared sight on the minimap

No comments:

Post a Comment