Burning up Umaro

Finishing the job

Pelting from afar

Healing up a bit
 

  • Point-and-click interaction; left-click to move, right-click to cast current spell (toggling with F1, F2, F3)
  • Animated player and monster sprites
  • 3D rendered dungeon, angled overhead camera
  • Transparencies for dynamic wall hiding
  • 3 spells (fire, ice, heal) that can level up with damage dealt
  • 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)
  • Player that can level up with experience from kills
  • On-screen interface showing HP, Energy, Experience, and Spells
  • Data-driven unit data, spell data, textures, and map loading
  • Player and monster pathfinding using A* search
 

  • Quadtree/Frustum culling
  • Melee monster animation and attacking
  • Improved interface with spell levels and hotkeys
  • Player status display
  • Complete dungeon levels, more textures
  • Map Editor (needs modifications)
  • More monsters
  • Integration of storyline
 

None really, thus far.
 

  • 11 Apr: 1 complete dungeon level, multiple monsters with AI to chase and attack the player, user interface complete.
  • 20 Apr: Milestone 2: Storyline integrated into gameplay (if just the basic concepts), Culling, all monsters complete, Map Editor complete.
  • 29 Apr: Feature freeze, wrap it all up. Storyline complete, 4 levels complete and textured, puzzles added if time permits.
  • 05 May: Game rollout