Week One – List of Jobs (not necessarily to all complete
this week).
Coding:
Items randomly generated within the confines of the walls.
Flare gun mechanics.
Flare gun reload.
Flickering Lights
Counter on the rooms – passed a certain point introduce water to achieve sense of getting deeper.
Melee weapon.
Enemy movement towards player
Collision boxes
Flare gun mechanics.
Flare gun reload.
Flickering Lights
Counter on the rooms – passed a certain point introduce water to achieve sense of getting deeper.
Melee weapon.
Enemy movement towards player
Collision boxes
3D:
Walls, internal (rocks, beams etc.)
Cage lift (and buttons), with jarring animation.
Walls, external (Entrance to mine)
Floor/cart tracks
Bucket
Shovel
Rope/Wire
Hammer
Lights/Lanterns/Torches
Radio/Walkie-Talkies
Shoes/Gloves
Small misc. tools e.g. spanner, screw driver etc.
Generators
Pulley System
Wooden/Metal Boxes (Possible later animation)
Skeleton/Skull
Flare gun
Cage lift (and buttons), with jarring animation.
Walls, external (Entrance to mine)
Floor/cart tracks
Bucket
Shovel
Rope/Wire
Hammer
Lights/Lanterns/Torches
Radio/Walkie-Talkies
Shoes/Gloves
Small misc. tools e.g. spanner, screw driver etc.
Generators
Pulley System
Wooden/Metal Boxes (Possible later animation)
Skeleton/Skull
Flare gun
2D:
Any posters/danger signs.
Monster concepts:
Miner type monsters
Descendant type monster
Final boss?
Descendant type monster
Final boss?
Environment Concepts
Inside/Outside
Final Boss room?
Final Boss room?
Other:
User Interface
Presentation/Pitch
Presentation/Pitch
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