DarkWynter's EleMental - Milestones

Cycle 1:
Game World:
2. Dynamic alteration of the world using the elemental system to produce desired effects.
7. 3D rendering engine – DirectX Shaders used for advanced lighting calculations and various effects.
9. Collision detection using bounding spheres for players and particles.

User Interface:
* Basic game flow (menu system)
1. Xbox controller and HUD.
2. PC controls and HUD.

Weapons:
1. Players can use elements to attack opponents. (water and earth only)
4. Direct attacks against another player.
5. Ability to set shields and receive manna if attacked with the shielded element.

MultiPlayer:
1. Multiplayer gaming with up to four players on the XBox 360 or local PC game.
2. Deathmatch – last man standing.

Music:
1. Basic background music (using what we have).
2. Basic key sound effects (not collision).

Character Rendering:
1. The character model will be created in a 3D rendering program such as MilkShape and exported to the DirectX format (.x)

Cycle 2:
Game World:
3. A particle system that encompasses physics concepts such as cohesion, collision, mass, size, shape and temperature.
4. State change ability through the use of the fire element such as changing water into ice or creating a heat wave.
6. Basic objects such as trees on the map
11. Light calculations exclusive to the GPU.

Game Character:
2. Player can choose a character to play with.
3. Character customizations (color)

Weapons:
2. Area of effect.

Music:
2. Collision sounds.
3. Advanced background music.

Cycle 3:
Game World:
1. Four maps.
6. Objects on the map can be altered by the player.
5. Combinational elements.
10. Bounding cylinders.

Game Character:
1. More characters.

Weapons:
3. Combining attacks.

Single Player:
1. Play against one AI.

MultiPlayer:
3. Set # of kills not time.
4. Element selection.
5. Save terrain.

Music:
1. 3D sound.
4. Different music per world.

Character Rendering:
2. Shaders on character.

Cycle 4:
Game Character:
4. Naming.
5. Personality based AI.
6. AI difficulty select.

Single Player:
2. Multiple AI w/humans.

MultiPlayer:
3. Set time limit.

World Editing:
1. Edit mode without physics.
2. Shootings elements.
3. Simple objects.
5. Export to file.

Extra:
Music:
5. Mixing Songs.
6. Interchangeable rhythmic, bass, harmonic, and melodic parts.
7. Procedural note generation with thematic patterns.
8. Thematic transitions.
10. Major, harmonic minor, and melodic minor should reflect real world events

World Editing:
4. Preview the world with physics.

Extras:
1. Network play (at least for PC version).
2. User loadable player models.
3. User loadable textures for terrain and sky.