Backlog
Bugs / Annoyances:
- white line where rocks/walls go into the ground - can be seen often even though we have black outline
- slaves not touching the button when the button-press animation is played
- slaves should play push box animation only when colliding with the box at a specific angle
Done
- fixed the usage of Path - Control.Instance.Init(this) called before level loading so that Control has proper links to PathControl
- slave whose path is changed by doors gets stuck on level reload - all network nodes are set to enabled before level loading
- jagged progress bars - blurred out the texture
- it's possible to jump to other creatures after death or in the intro
- scrolling on the web page needs to be switched off with javascript - we are resizing the whole embedded player so that the scroll bar does not need to be shown
- there are some invisible obstacles that prevent slaves from seeing each other - audio colliders in wrong layer
- tower gets culled
- wrong bounding box for the tree, dissappears when zoomed in and it's center outside of viewing frustum
- robot rotating too fast just before exploding, plays the wrong animation (where he is fully extended)
- slave scratching his ass way too often
- sound for the box - only it's final part should be played continuously
- z-fighting in Level2 int the room with 3 lasers and the ramp (check for z-fighting in all the levels - have to do that with different camera distances)
- it's possible to jump over the wall in the room with one laser and a lift (and some z-fighting as well) - FIXED the low wall
Sprint Backlog
Programming Art
Martin
- align slave for button pressing
- respawn
- clicking through see-through walls and near avatar
- bug in lvl 2 with slave resisting movement
Robert
- fertile grounds
- robot anim
- slave anim
- buttons
- props + collision
- checkpoint bug in lvl 1
Kuba
- avatar anim
- door anim
- laser anim
- avatar shake-off
Visual Art
- Robot style sheet
- SmallHead style sheet
- Fence style sheet
- Door style sheet
Game Design Art
- Trigger level
- Box & Laser level
Done & Done
- chained triggers
- draft checkpoints
- proper texture crossfade
- Lvl switching
- Walking up/down slopes
- cursor change
- Fix duplicate triggers
- Universal trigger
- Laser beam
- Boxes should trigger buttons
- Rotate camera with mouse
- Avatar particles test
- Multiplanar controls
Product Backlog
- Control camera for in-game cutscenes
- conveyor belt
- general handling of slaves getting/not getting back to their tasks (was: AI triggers that function when "smallhead" is placed on the conveyor belt)
- the camera zooms out, to create overview, when a big area is changing into ORGANIC
- Slave's death (or equivalent)
- Avatar's death (or equivalent)
- Laser beam visuals
- Locomotion framework - feet walking on the actual surface
- last checkpoint solution/end of game-all lostheads collected in one room, free and happy:), trees, CANOTILLA traces and BLOOM-BLOOM
- start screen/menu
- background/the space around the islands
- box cover/poster
- one animation for pushing boxes and colliding with walls
page revision: 40, last edited: 03 Apr 2009 12:40
hehe ;)