You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 6 Next »

Production plan

<!-- BODY,DIV,TABLE,THEAD,TBODY,TFOOT,TR,TH,TD,P

Unknown macro: { font-family}

-->| | su 11.4 | ma 12.4 | ti 13.4 | ke 14.4 | to 15.4 | pe 16.4 | la 17.4 | su 18.4 | ma 19.4 | ti 20.4 | ke 21.4 | to 22.4 | pe 23.4 | la 24.4 | su 25.4 | ma 26.4 | ti 27.4 | ke 28.4 | to 29.4 | pe 30.4 | la 1.5 | su 2.5 | ma 3.5 | ti 4.5 | ke 5.5 | to 6.5 | pe 7.5 | la 8.5 | su 9.5 | ma 10.5 | ti 11.5 | ke 12.5 | to 13.5 | pe 14.5 | la 15.5 | su 16.5 | ma 17.5 | ti 18.5 | ke 19.5 | to 20.5 | pe 21.5 | la 22.5 | su 23.5 | ma 24.5 | ti 25.5 | ke 26.5 | to 27.5 | pe 28.5 |

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

 

 

 

 

 

 

 

 

Checkpoint one

 

 

 

 

 

 

 

 

 

 

 

 

 

Checkpoint two

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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:

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

 

  • No labels
You must log in to comment.