Showing posts with label Tech. Show all posts
Showing posts with label Tech. Show all posts

Tuesday, February 8, 2011

Progress_Part 2

Working on Final touches and Balancing:

- health, time, and score functional
- Creature combinations feels good
- AI progression needs balancing
- temporary 2d UI in place
- Title and Results screen in (also temporarily 2d)
- Animation and Sound scripting in progress
- Lightmap issues: temporary lighting in place
- 1 of 4 stages completed (minus extra population)
- 2 of 4 "power ups" in game
- Alternate fires postponed until after competition
- Boss Fights postponed

Saturday, February 5, 2011

Bug list for week of February 6



- Evil Doctor show a dragon in results, and doesn't appear when a a dragon is also trapped

- no score visible

- clock numbers are below and to the right of the clock

- Player can walk out the doors and off screen

- animals walk in doors facing wrong direction; unless coming from bottom door

- is everybody happy with the sizes, and look of everything?

... please post for best communication

Crunch Time_for competition

Final Push Priorities:

- Stages: time runs out, move to next stage with new obstacles and level model, and reset Dr to starting point (x: 0, y: 0, z: -5.5). After every 4th stage up enemy difficulty.

- Enemy progression: Monkey rate of fire -.5, Lizard speed +.5, and Rabbit rate of hop -.5

- "respawn" Dr to starting point after death

- Instantiate stun_particle when enemies are stunned

- Instantiate trap prefab when enemies are trapped

- Animation scripts

- Sound scripts

- Title Menu


Tuesday, February 1, 2011

Ratio

Boring post I know, but this is the best place for everybody to remember.

If we are going for a 16 x 10 ratio like we discussed, we should be able to squeeze a 1,000 x 625 playing screen out of the browser.

Sunday, January 23, 2011

Progress

In our test Arena to date:
-- a few particles
-- 1 animated character
-- a piece of the HUD (including functional health system)
-- and a lot of programming
_ player controller
_ AI pathing
_ basic attacks