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Burning up Umaro
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Finishing the job
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Pelting from afar
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Healing up a bit
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Point-and-click interaction; left-click to move, right-click to cast current spell (toggling with F1, F2, F3)
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Animated player and monster sprites
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3D rendered dungeon, angled overhead camera
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Transparencies for dynamic wall hiding
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3 spells (fire, ice, heal) that can level up with damage dealt
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Particle system for projectile spells, effects handling via data-driven spell state (i.e. monster hit by ice spell reads in the slowdown effect and processes it for the spell's duration)
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Player that can level up with experience from kills
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On-screen interface showing HP, Energy, Experience, and Spells
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Data-driven unit data, spell data, textures, and map loading
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Player and monster pathfinding using A* search
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Quadtree/Frustum culling
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Melee monster animation and attacking
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Improved interface with spell levels and hotkeys
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Player status display
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Complete dungeon levels, more textures
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Map Editor (needs modifications)
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More monsters
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Integration of storyline
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11 Apr: 1 complete dungeon level, multiple monsters with AI to chase and attack the player, user interface complete.
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20 Apr: Milestone 2: Storyline integrated into gameplay (if just the basic concepts), Culling, all monsters complete, Map Editor complete.
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29 Apr: Feature freeze, wrap it all up. Storyline complete, 4 levels complete and textured, puzzles added if time permits.
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05 May: Game rollout
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