Cycle 4-
Catch all for Requirements
O ptimization
Asthetics
Extras
About 5 days of "final release copy"
testing (module and integration)
Final Documentation Review
Cycle 3-
Adhesion and cohesion settings.
GPGPU redesign and implementation
Animation redesign and implementation
Create worlds 3 and 4
Music worlds 3 and 4
Particle-Particle interactions
Modifiable props
More characters
AI
Use wind particles to create flight (theory: increase
temp to create updraft).
Cycle 2-
Req# |
Item |
Assigned |
Status |
Test result |
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High-level overview:
Cardgame elements (DA, AoE, Shield, Manna, Health, Scoring)
Level and Menu transitioning
Particle Systems
Level Editor Design |
Amanda/Hunter
Priyesh
Subhir/Jason
Priyesh |
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Proof of Concepts (POC):
GPGPU
Animation |
Subhir/Jason |
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Design: |
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Editor Mode |
Priyesh |
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Shader architecture |
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Implement:
Engine:
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Subhir/Jason
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GW-3 |
Add gravity to all objects
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Done |
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WP-1 |
Add wind particles |
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Done |
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GW-1 |
Get a second level into the game (swap levels in and out) |
Priyesh
Jason |
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MU-10 |
Sound effects for DirectAttacks |
Jason |
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GW-7 |
Shaders for boulder, fireboulder, water, ice, wind |
Subhir/Jason |
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UI-1 & 2 |
Redevelop Player-Controller managment |
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Done |
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BF-70 |
Player Orientation Issue |
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Done |
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GW-2 |
Update collisionMap with terrain mods |
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Done |
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UI-1 |
D-Pad Menu System (finalize controls) |
All |
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MU-2 |
Sound effects for Collisions |
Jason |
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MU-9 |
Music for 2nd level |
Jason |
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GW-4 |
State change particles: Earth, Water, Air |
Subhir |
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BF-74 |
Recycle particles |
  |
Done |
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GW-3 |
Add collision force to all objects |
Subhir/Jason |
Done |
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GW-3 |
Add friction to all objects |
Subhir/Jason |
Done |
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BF-70 |
Camera Initialization (Camera jumps on start) |
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Done |
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GW-6 |
Add props to world |
Priyesh |
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Assume terrain mod location |
Jason/Subhir |
Done |
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GW-3 |
Generate unique IDs for particles |
Subhir/Jason |
Done |
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UI-1&2 |
Implement Jumping |
Subhir/Jason |
Done |
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GUI
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  |
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Text entry widget |
Priyesh |
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Cardgame Elements |
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GC-1 |
Roaring 20s model (bones,skins,texture) |
Amanda |
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GW-6 |
Tree model (model and texture) |
Amanda |
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GW-6 |
Greek portico model |
Amanda |
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Animate char model with milkshape |
Amanda |
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GW-3 |
Rocks |
Amanda |
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GW-7 |
Bump Map Shader |
Hunter |
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GC-3 |
Character Shader |
Hunter |
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Translucent Padded Room |
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Editor Mode |
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Loading blank terrain |
Priyesh |
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Save edited heightmap as a bitmap file |
Priyesh |
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Name files with text entry widget |
Priyesh |
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Loading saved terrain |
Priyesh |
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Cycle 1 -
Game World:
Use earth element to lower a section of the world in real time.
Use earth element to raise 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.
Calculating position of terrain.
Calculating position of player.
Calculating position of particles.
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
Cannot see triangles
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
Start
Left rotational - movement
Right rotational - vision
D pad – elemental selection
Back – end game
X – toggle water
Y – toggle air
A – toggle fire
B – toggle earth
Left trigger – area of effect down
Right trigger – area of effect up
Left bumper -
Right bumper - shoot
PC controls
W - up
A - left
S - down
D - right
Mouse – vision
Space - jump
Mouse Wheel – element selection
F1 – earth selection
F2 – fire selection
F3 – air selection
F4 – water selection
Left mouse button - trigger
Right mouse button – defense (hold down to pick element for shield)
HUD – 2D overlay HUD
Targeting reticule (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
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