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Tuesday 7 October 2014

[General] Feature List

Kyle Jenkins 
[07/10/14]

After our lecture on the subject matter (Feature Lists), we met in the library afterwards to have a Duck Samurai meeting, we discussed what needed to be done and we condensed everything down to a Feature List which was condensed furthermore into our new asset list, like many of the other planning elements for this project, they're both subject to change at this current stage. This helped with the continuation of the groups joint understanding of where the game stands as we move along with the development process.

*Most of the work for our level has already been completed during last years project, we decided as a team to keep concepts, assets and textures etc that we were happy with and just refine what we felt needed to improve OR that needed to be added to make our level more efficient.*

Concepts


Referencing Material (Old & New)
Iterations (Initial Concepts)
NPCs - Merchant x1 & Guard(s) x1 (x2 Colours) - Melee & Ranged
Enemies - Melee x1 & Ranged x1 (x2 Colours) - Heavy Bipedal Design
Redefined Environmental Aspects
Gauss (Redefined Character Changes) - Initial Floating Design
Flynn (Redefined Character Changes) - Armour
Flynn (Earth Fists/Shield & Ice Shield) - x3 (Earth & Ice)
Unique Assets i.e Crystal Formations, Fireflies & Potions
Skill Tree
Inventory
Guardian Tome (Flynn's Companion)*
Health & Mana Bar (UI Design)
Elemental Particle Effects (Magic & Fireflies)

Modelling & Texturing


Character

Guardian Tome*
Gauss (Floating Redesign)
Flynn's Armour
Merchant
Guard(s)
Enemy Melee x1
Enemy Ranged x1
Earth Fists
Earth Shield
Ice Shield

Environment

Buildings - 2 Variants (Victorian/Industrial)
Basement Level (With a door on the outside of the building) - This is subject to the character having to interact with it for a specific part of the level. 
Damaged Buildings - 2 Variants (Victorian/Industrial)
Main Factory Building
Canal 
Canal Barge (Boats)
Sign Posts
Lampposts
Meteor (x2 Variations/x2 Sizes)
Aesthetics (Inside and outside building) i.e Table, Chairs and Draws (This again is subject to the character entering the building) 
Sack (x4 Variants/x3 Sizes)
Shops (x2 Variants)
Market Stall
Vine - (Barricade & Aesthetic)
Gates - (Barricade & Aesthetic)
Mushrooms (x2 Sizes/x3 Colours)
Merchants Cart
Bench
Street Lights
Bridge
Craters
Runic Pillars (x4 Variations/Puzzle asset)
Bin


Animation


Skinning & Rigging

Guardian Tome
Gauss
NPCs 
Enemies

Animation

Motion Capture - Movement for Flynn, Merchant, Gauss & Enemies
Guardian Tome - As a group we have talked about what we need to do when it comes to the Guardian Tome in terms of key frames.
Environmental Aspects i.e Fireflies & Flames
Interaction/Idles i.e If Flynn does not want to do particular things the player might want to do but isn't available within the level or game.

In-Engine


Level Whitebox
Test Area Whitebox (Based on controls)
Inventory
Item (Pick ups)
Jumping
Character Movement
Inserting Assets
Particle Effects 
NPC Interaction
HUD Layout (If this is apart of in-game aspect)
Event Triggers (Simple actions & puzzles)
Lighting
Sticky Targeting
Menu (To access skill tree/Inventory)

Many of these are subject to change within the time given to complete this brief. Many charts and organisational aspects will be put into motion as soon as next lesson and our role assignment. If something changes on this feature list or the production plan then our asset/animations lists and gantt charts will change also.

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