Thursday, 28 March 2013

Priorities

High
 
Health aspect of gameplay:
  • Script including gradual health decrease including sharp decrease/death on impact for water, Alistair's trees and falling off cliff and health restoration on consuming fruit
  • Something on screen to show the players health. GUI Text should be fine for now.
Basic level AI gameplay:
  • GUI Text brought up when character controller is within vicinity of AI model explaining to player which part to find next
 


Medium
 
To reach our target of 5 different hallucination giving plants:
  • Only two (could get away with just one) more fruit plants need to be modelled (though the more we have the better c:)



Low

Aesthetic:
  • AI rigged and animated (texturing and rigging done - needs refinement and to be animated)
  • House pod textures fixed (mostly done)
  • Lighting adjustments (half done?)
  • Additional models in environment (Grass, bushes, trees, wreckage etc)
  • Skybox lines fixed
  • Refinement of some models (e.g. less boxy mangrove tree with better texturing)
  • Splash particle effect for bottom of waterfall
  • Shadows of fish/monsters/things in water - Particle system
  • Bubbles in swamp water
  • Getting the water less reflective to make the water look more murky
  • Fruit model (maybe untextured if we texture it in Unity?)
  • Seal off area?
  • Textured circuit board model
  • More models of parts


Completed

Explorable working environment
Refinement of models needing refinement (lily pads & mangrove tree)
Fish particle system in water
Start screen
Getting basic working prototype completed(Working script allowing the player to get fruit and trigger a hallucination effect - Having problems changing this via camera effects, will try with lighting instead - Place holder fruit added to Unity (basic sphere)
Script for whether parts are visible and picking up parts
Sound - background and effects
Changed waterfall texture to falling water instead of splash image.
Made models: clock, glass cup, toilet roll, girder debris, crates




Thought this might be helpful? Feel free to leave a comment or edit this with anything I've missed out or you feel should be a higher/lower priority :)

2 comments:

  1. Very good, i agree with everything here actually.

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  2. I agree too , maybe just the ai guitext should be a high priority too ? I can get that done no problem since if the ai is following we can just maske the player think its the ai with invisble trigger collider events when you are near stuff?

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