Planning

Track us here

To Do

UI consistency: (Tom + Tigo)
– spacing
– line thickness
– simplicity
– Name not necessary in game
Extra info/feedback : heart to complex & police batch not clear enough

Game over: (Thomas)
– Restart possibility
– Name + score
– back to menu
– stop time
– clean ui

Missions: (Tom)
– Game over not after first failed mission
– after 3 failed
– earn/lose money if win or fail

Character: (Istvan)
– hitting particle effects (Louis)
– Rotation, attach arms to camera
– pick up system (automatic)
– hit rage + speed
– animation updates (Tigo)

Level:
– z buffering (floor 2)  (Tigo)
– open quad (floor 2)  (Tigo)
– color unwrap (building inside) (Louis)
– staircase (Louis)
– floors (Tigo)
– empty first floor

Props:
– Fade of broken meshes relook (Istvan)
– Mass of props

Peformance: (Everyone :p)
– Frame rate

AI:
– Ragdoll  (Istvan)
– Behaviour
– Animation (Istvan)

WEEK 14

Istvan – AI arms, menu (prototype level still pickable), pause menu, bloodmask flickering
Tom- AI weapon drop, weapons, mission fix
Thomas- AI police and army respawn, highscores
Louis- Glass breakable, outside
Tigo- Floating objects, toilet, masks

Trello

Excel planning

Rotation Issues – fix meshes
Sanitair – props
Kitchen – props
Missions – Implement in new level
UCX – collision for complex meshes
VFX – visual feedback
HUD – smaller
Sound – background music to add atmosphere
Implemented characters – animation of AI
Weapons – upgrade meshes
– Grenade
– baseball bat
– Shotgun
– Stapler
– Colt

 

 

 

 

 

 

WEEK 12

By Wednesday 27/04 we will have to fix following things.

Louis: Level Design + Props
Istvan: Level Design
Tom: Vending machine
Thomas: Finishing the Arc + Police Rig
Tigo: Level Design + Props

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WEEK 11

By Wednesday 20/04 we will have to fix following things.

Louis: Level design + Breaking meshes +  (Shotgun + Grenade)
Istvan: Smash animation speed-up + Level design + Elevator
Tom: HUD + Splash Screen + Scanner
Thomas: Army AI + Weapon fix + (maybe explosive test?)
Tigo: Level design + Painting + Boss character + Revise stapler

Huge work done previous weeks, Check posts for more.

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WEEK 07

 

By Monday 14/03/2016 we will have to fix following things.

Istvan: Baseball smash perfecting, Stapler, Performance, Glow on object + press E to interact with “Name object”
Louis: Reference Asset (Desk with some stuff on) +  Outline fixes + Excel
Tigo: Art Document perfecting
Tom: Challenge system, Performance
Thomas: High scores, Performance

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WEEK 06

By Wednesday 16/04/2016 these things need to be implemented or finished:

The Art Document                                                                                                                                        The Tech Document

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Monday 14/03/2016 we had a meeting at 14.00 clock.                                                                           Istvan was absent due to sickness, except that everyone was present.

Louis implemented a toon shader into the game and we liked the results of it.

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WEEK 05

For the deadline of Wednesday 10/03/2016 the work we got last wednesday is still not completely finished so we have to finish that.

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Monday 7/03/2016 we had a meeting at 14.00 clock.
Everyone was present.

Most of the scale and performance issues are fixed now.

_________________________________________________________________WEEK 04

For Monday 7/03/2016.
We need to make sure the game has no performance issues anymore. Besides that we need to make sure the overall scale is correct so the player doesn’t look like an oversized midget anymore. We also have to add more in the outline document.

Tigo: Scale + meshes + level design
Istvan: stapler + shotgun fixes + performance
Thomas: revisit the code + AI
Tom: performance fixes + camera + revisit the code to make it optimal
Louis: Outline + making doors less narrow + level design

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Wednesday 2/03/2016 we had a meeting and a contact moment with our teachers.
Istvan had the flue.
We decided on the art style and characters + how the scene will look. From the programming side we tried to fix the performance issues we’ve had.

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Monday 29/02/2016 we had a meeting at 14.00 clock.
Everyone was present.

Today was a productive day, we had a lot of small bug fixes all together.
For the deadline of Wednesday 02/03/2016 the following is being looked into:

Louis: Pitch document fix + More meshes
Tigo: More meshes
Tom: Challenge system + camera fix
Istvan: Canvas blood fix
Thomas: Finishing the build

 

 

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WEEK 03

For Monday 28/02/2016.
We will have a working prototype finished with a clear “Destroy Everything” goal.
A time limit will also be added.

Tigo: Level + Doors and windows
Istvan: Animation + Only break when weapon hits.
Thomas: Bug Fixes
Tom: Bug fixes + Camera Fix
Louis: Menu + HUD + Pitch document

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Wednesday 24/02/2016 we had a meeting and a contact moment with our teachers.
Everyone was present.
Here we fixed bug fixes.

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Monday 22/02/2016  we had a meeting at 14.00 clock.
Present was:

– Tigo
– Thomas
– Tom
– Istvan

Louis couldn’t make it because of being sick.
We discussed the different iterations we could possibly implement in the prototypes and who takes part in what.

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For the deadline of Wednesday 17/02/2016 the following is being looked into:

Tigo: Importing the level blockout together with some meshes into Unity.

Tom: -Merging Istvan’s pickup/throw/smash scripts with the playercontroller script.
-Trying out some different iterations on the player controls
-Applying a chaos meter mechanic, with ofcourse some iterations like decreasing                    over time etc..
-Falling damage

Thomas: +Finishing and merging the AI controller scripts
+Creating some iterations on if we will have like a time based game or either                               more like a survival like game.
+Implementing some mechanic to let a timer start counting only when the                                 player’s naughty habits have been detected.

Louis: -Finishing the level blockout.

Istvan: +Implementing different health systems.
+Letting enemies attack the player and creating some iterations on that.

Also we noticed there was a lack of communication between some members of our team, which will now get some extra attention.

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WEEK  02

For the deadline of Wednesday 17/02/2016 the following is being looked into:

Tigo: Destructible meshes and have a little demo ready
Tom: Player Movement + Camera
Thomas: Office Co-workers movement
Louis: Adjusting the blog + Document + draw out some level designs (if possible).
Istvan: Picking up mechanic.

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Monday 15/02/2016 we had a meeting at 14.00 clock.
Present was:

– Tigo
– Thomas
– Tom
– Louis

Istvan couldn’t make it because he had a appointment at the tattoo artist.

We discussed that we are going to with the idea of You’re Fired.
The game will be played in first person and will have multiple types of weapons that can be found at an office.

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For the deadline of Monday 22/02/2016 the following is being looked into:

Tigo: Simple test eshes
Tom: Detection passive/aggressive officers
Thomas: Advance AI script + Chaos meter
Louis: Simple level blockout
Istvan: Pickup Mechanic + Throwing mechanic + Hitting mechanic

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Wednesday 17/02/2016 we had a contact moment with our teachers.

Tom had a hospital appointment but made it to class eventually. So everyone was present.

Feedback:

We should try testing our mechanics more to see if the mechanics are actually fun.
We should also try doing an exact opposite idea, breaking objects in a stealth way.

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WEEK 01

  • Everyone posts their game ideas before Saturday 13/02/2016.
  • Everybody makes sure that all the needed software works perfectly.
  • We are having a meeting on Monday 15/02/2016. Here we will discuss what game shall be created and what task will be given to who.
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