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h1. Production

...

Kommenttien kautta korjauksia tai lisätkkää tälle sivulle sisätöä

Production plan liitetiedostona:

Game elements

...

CORE
3 floors/rooms top of each other (hard coded)
One fixed room/floor size
Two room/floor theme (lobby and basic)
Elevator (moves up and down - not controllable)
each room/floor has balcony (player can jump down to the bush)
One level
One screen game (everything seen at once)
Protagonist (runs and can take hits from npcs)
Goal: deliver number of objects to targets in give time
Hud (timer, amounts of objects to deliver, item slot)
Deliver objects to target (target = three doors with different color)
Delivered objects (three bags that are delivered to specific door. Objects are at the lobby)
NPC- possesed chest (jumping up and down. Player has to pass  underneath it)
Positive power up (hourglass)
Obstacle - crate (square, T-block and L-block shape. Jump over)
Obstacle - bookself (square, T-block and L-block shape. Jump over)
briefing screen (overlay on game view)
game over screen (overlay on game view)

...

EXTENDED
Additional npc (ghost dog)
Roaming ghost (stuns protagonist on hit - non intelligent)
Positive power up ( speed increase)
Negative power up (lights out)
Additional Levels to the game (level structure)
HUD extension (level indicator)
Addtional room/floor theme (+1-2)
Additional rooms/floors (4 to 5 floors top of each other)
camera drive (zoom)
Level cleared screen/animation

...

WHISLIST
Random rooms/floors (for scaleable level structure)
Roaming ghost (intelligent follows player)
Additional room/floor theme (+1-2)
Camera drive (for multiple rooms top of each other)
Additional rooms/floors (4 to 5 floors top of each other)
Moving background (rain etc.)
Positive power up
Negative power up
HUD extension (Best time)
Roaming ghost throws protagonist out of the window
Screen Tilting

...

 plan

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| *General* | | | *Sketch of production plan* | | | | | | | | | | *Rollup + test day* | | | | | | | *Rollup + test day* | | | | | | | *Rollup + test day* | | | | | | | *Rollup + test day* | | | | | | | *Rollup + test day* | | | | | | | *Product distribution* |
| | | | | | | *Production starts + presentation* | | | | | | | | | {color:#008000}{*}Checkpoint one{*}{color} | | | | | | | | | | | | | | {color:#008000}{*}Checkpoint two{*}{color} | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| *Art* | | | | | *Elevator (art)* | | | *Protagonist (art-animation)* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | *Lobby (art)* | | | | | | | | | *Tune Graphics* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | *Regular room (art)* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | *Protagonist (art)* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | *Balcony (art)* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | *Art and code workshop* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| *Code* | *Sub tasks identified (programmer)* | | | | | | | | *Art and code workshop* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | *Elevator (code)* | | | | | | *Protagonist (art implementation)* | | | | | | | *Hud (bag left and picked up item shown )* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | *Room dimensions (code)* | | | | | | | | | | *Tune code* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | *Placeholders (balcony, door, bag)* | | | | | | | | | *Hud skeleton* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | *Art implementation (balcony, elevator, rooms)* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | *Bag object pick up and delivery* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| *Design* | | *Sub tasks identified (designer)* | | | | | | | | | | | | | *review checkpoint 1 and raport* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | *Wireframe of HUD* | | | | | | | | | *Hud design* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | *Sketch of design documentation* | | | | | | | | | *Check implemented designs* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | *Protagonist design* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | *first level design* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |

Kommenttien kautta korjauksia tai lisätkkää tälle sivulle sisätöä


*[Production plan liitetiedostona:|https://wiki.metropolia.fi/download/attachments/16291930/Big+plan_s.xls]*

h1. Game elements

| *CORE* \\
3 floors/rooms top of each other (hard coded) \\
One fixed room/floor size \\
Two room/floor theme (lobby and basic) \\
Elevator (moves up and down - not controllable) \\
each room/floor has balcony (player can jump down to the bush) \\
One level \\
One screen game (everything seen at once) \\
Protagonist (runs and can take hits from npcs) \\
Goal: deliver number of objects to targets in give time \\
Hud (timer, amounts of objects to deliver, item slot) \\
Deliver objects to target (target = three doors with different color) \\
Delivered objects (three bags that are delivered to specific door. Objects are at the lobby) \\
NPC\- possesed chest (jumping up and down. Player has to pass&nbsp; underneath it) \\
Positive power up (hourglass) \\
Obstacle - crate (square, T-block and L-block shape. Jump over) \\
Obstacle - bookself (square, T-block and L-block shape. Jump over) \\
briefing screen (overlay on game view) \\
game over screen (overlay on game view) | *EXTENDED* \\
Additional npc (ghost dog) \\
Roaming ghost (stuns protagonist on hit - non intelligent) \\
Positive power up ( speed increase) \\
Negative power up (lights out) \\
Additional Levels to the game (level structure) \\
HUD extension (level indicator) \\
Addtional room/floor theme (+1-2) \\
Additional rooms/floors (4 to 5 floors top of each other) \\
camera drive (zoom) \\
Level cleared screen/animation |
| *WHISLIST* \\
Random rooms/floors (for scaleable level structure) \\
Roaming ghost (intelligent follows player) \\
Additional room/floor theme (+1-2) \\
Camera drive (for multiple rooms top of each other) \\
Additional rooms/floors (4 to 5 floors top of each other) \\
Moving background (rain etc.) \\
Positive power up \\
Negative power up \\
HUD extension (Best time) \\
Roaming ghost throws protagonist out of the window \\
Screen Tilting | |