2.08.2005

 

Stuff to do

It has begun. I have created the first version of the technical spec, which can be found here. The following is what each person is going to do, for now.



Todo:

Me: I'm going to layout the overall code structure, and the code loop,
all the sound/image structures, load them up, enum structures, etc.
I'm going to create the Menu and Title Screen as well.

Will: We need some kind of narrative. Can you create a story based on
the level layout we kind agreed on? (ship->beach->jungle->ninja town)
and the other way around for ninjas? You can insert random story bits
between levels, such as the pirate getting his hand chopped off by
some bad guys and being told not to bother them anymore. I don't know,
if you need help, ask. And of course, level design, etc.

Hugh: Coding. ObjectBase. For now we need a good setup of the code and
an overall structure for the commands, etc. We have to agreed on the
controls and etc and some other minor design stuff, but overall it's
all good. Do you think you can get this stuff done by 2/21 ? That's 2
weeks from now and would give us time to link everything together.

Eugene: Coding. AI. I think we should include a system similar to the
one in the second lab. I mean, Acquiring a target, having a function
such as bool CanHit and so on. I think a Finite State Machine like the
one in the lab would work very well. However, I don't expect you to
mark every single tile or any dumb shit like that. So for now, think
of a high level description of what we want and how different
difficulty levels would change this. Also, whenever you have time,
start designing the classes and so on. I'm sure lab2 can provide you
with tons of ideas.

Ethan: So we need art. A lot of it. I guess the prototype date would
be the Friday of week 6, which would be March 4th, I think. So, the
stuff we would need for the prototype, we would need it by March 1st,
just to make sure it loads, animation works, etc, and depending on the
results, tweak the code as necesary.


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