Cycle 4- ---------------------------------------------------------------------------------------------------------- Game World: Particle/Particle Adhesion Cohesion Load a Fifth lvl Load a Fourth lvl Object Culling Bump Mapping GPGPU implementation Physics adjustment for playablity Improve collision Fix wind collision Hatching Fallen Trees Spindly Trees Greek Portico Model Fog User Interface: HUD Final Graphics Update controls to new scheme Weapons: Terrain modification Brushes Allow for finer aiming control AOE Shaders State change AOE attacks Earth ( Fireball/Tundra ) Water ( Steam/Ice ) Air ( Hazy/Frosty ) Music: Second Level has unique music Third Level has unique music Fourth Level has unique music Single Player: Single Player UI Transitions between padded room and worlds Rotating Character in Character Select Screen Rotating Terrain in Level Select Screen AI: AI uses Shields Fuzzy State Machine AI Character Rendering: Character Models Character Hole Shader Shield Graphics Improve character Model Multi-Player: New game Mode deathmatch Cycle 3- ---------------------------------------------------------------------------------------------------------- Game World: Particle/Particle Adhesion Cohesion Heat Distribution Load a Third lvl Load a Fourth lvl Object Culling GPGPU redesign GPGPU implementation Particles can undergo state changes Shaders - Unify Architecture Light Shader Hatching Rock Models Normal Mapping bump map shader Greek Portico Model User Interface: HUD graphics Weapons: AOE Attacks Earth Water Air State change AOE attacks Earth ( Fireball/Tundra ) Water ( Steam/Ice ) Air ( Hazy/Frosty ) Music: All levels have unique music Second Level has unique music Third Level has unique music Fourth Level has unique music Intro music Single Player: Single Player UI Transitions between padded room and worlds Rotating Character in Character Select Screen Rotating Terrain in Level Select Screen Character Rendering: Character Models Character Shader Cycle 2- ---------------------------------------------------------------------------------------------------------- UI: Level and Menu transitioning Proof of Concepts (POC):GPGPU, Animation Design: Editor Mode Implement: Shader architecture Engine: Add gravity to all objects Add wind particles Get a second level into the game (swap levels in and out) Sound effects for DirectAttacks Shaders for boulder, fireboulder, water, ice, wind Redevelop Player-Controller managment Player Orientation Issue Update collisionMap with terrain mods D-Pad Menu System (finalize controls) Sound effects for Collisions Music for 2nd level State change particles: Earth, Water, Air Recycle particles Add collision force to all objects Add friction to all objects Camera Initialization Add props to world Assume terrain mod location Generate unique IDs for particles Implement Jumping Text entry widget Roaring 20s model (bones,skins,texture) Tree model (model and texture) Greek portico model Animate char model with milkshape Rocks Bump Map Shader Character Shader Translucent Padded Room Editor Mode Loading blank terrain Save edited heightmap as a bitmap file Name files with text entry widget Loading saved terrain Cycle 1- --------------------------------------------------------------------------------------------------------- Game World: Use Terrain Mod to raise/lower a section of the world in real time. Rending engine capable of displaying a 3d Environment at interactive framerates (25 fps or more) Vertex transformations from object space into world space will be calculated using transformation matrixs in the vertex shader. Lighting calculations will be calculated on a per pixel basis. Each pixel has lighting calculation done on it. Each pixel has directional, diffuse, ambience, and specular Lighting is directional Lit polygons Unlit polygons Lighting is Diffuse. Constant illumination on all sides facing the light Lighting is Ambient. The entire world is lit. No part of the world is entirely black. Lighting is Specular. Shiny sections of terrain Bright illumination on the world (terrain, other player) that moves with the player Collision detection using bounding spheres for players. Collision detection using bounding spheres for particles User Interface: Menu system Start Screen Game Setup Player Setup Controller Setup Exit Screen Xbox controller PC controls HUD – 2D overlay HUD Targeting reticle (crosshairs) Health bar Manna bar Weapons: Players can use elements to attack opponents. (fire and earth only) Throw fireballs Throw boulders Direct attacks against another player – deals damage to the other player if you hit them. Ability to set shields. Receive manna if attacked with the shielded element. MultiPlayer: Multiplayer gaming with up to four players on the XBox 360. Multiplayer gaming with up to four players on local PC game. Deathmatch – last man standing. Music: Basic background music Basic key sound effects (not including collision). Character Rendering: Created in MilkShape. Exported to the DirectX format (.x) Loaded into game