Milestones Index

Under Creative Commons License

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
 

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

   
 

 

Proof of Concepts (POC):
GPGPU
Animation

Subhir/Jason    
 

 

Design:

     
  Editor Mode Priyesh    
  Shader architecture      
         
 

 

Implement:

Engine:

Subhir/Jason

 

   
GW-3 Add gravity to all objects
  Done  
WP-1 Add wind particles
  Done  
GW-1 Get a second level into the game (swap levels in and out)
Priyesh
Jason

   
MU-10 Sound effects for DirectAttacks
Jason    
GW-7 Shaders for boulder, fireboulder, water, ice, wind Subhir/Jason    
UI-1 & 2 Redevelop Player-Controller managment   Done  
BF-70 Player Orientation Issue   Done  
GW-2 Update collisionMap with terrain mods   Done  
UI-1 D-Pad Menu System (finalize controls) All    
MU-2 Sound effects for Collisions Jason    
MU-9 Music for 2nd level Jason    
GW-4 State change particles: Earth, Water, Air Subhir    
BF-74 Recycle particles   Done  
GW-3 Add collision force to all objects Subhir/Jason Done  
GW-3 Add friction to all objects Subhir/Jason Done  
BF-70 Camera Initialization (Camera jumps on start)   Done  
GW-6 Add props to world Priyesh    
  Assume terrain mod location Jason/Subhir Done  
GW-3 Generate unique IDs for particles Subhir/Jason Done  
UI-1&2 Implement Jumping Subhir/Jason Done  
 

 

GUI

     
  Text entry widget Priyesh    
         
 

 

Cardgame Elements

     
         
GC-1 Roaring 20s model (bones,skins,texture) Amanda    
GW-6 Tree model (model and texture) Amanda    
GW-6 Greek portico model Amanda    
  Animate char model with milkshape Amanda    
GW-3 Rocks Amanda    
GW-7 Bump Map Shader Hunter    
GC-3 Character Shader Hunter    
  Translucent Padded Room      
         
  Editor Mode      
  Loading blank terrain Priyesh    
  Save edited heightmap as a bitmap file Priyesh    
  Name files with text entry widget Priyesh    
  Loading saved terrain Priyesh    


 

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