Instead of eating food today, I did work! I am thankful for the opportunities that allow me to have done so. The to-do list looks like it got a lot bigger, but actually I just folded in the “cues/nitpicks” lists; there’s actually a lot less to do.
Accomplished
- * Made it so ribbonfish AI don’t have to go all the way to checkpoint to flee
- * Implemented character 2 dying
- * Implemented higher walls
- * Turned off red antagonist auras
- * Fixed the “camera movement on collision” bug
- * Make fleeing characters move faster
Next Steps (Me – Personal)
- * Complete movement code for character 3 (post-show)
- * Write AI for character 3 NPCs (post-show)
- * Implement AIs dying / respawning
- * Add new/different damage cue for ribbonfish
- * Figure out why trying to character change upon respawn spawns an additional character
- * Make it so defenders can eat
- * Implement a controller
- * Write an “unstuck” function to keep characters from getting stuck bumping into things/each other
- * Particle work for ribbonfish – bubble trails and water particles
- * Tweak ribbonfish movement to be slightly slower
- * Implement predation/defense on static pathers
Next Steps (Me – From Others)
- * Get final tracks from my musicians
- * Get more / final sounds from my sound designer
- * Get an animator on board for semester 2
- * Get ribbonfish model from 3D modeler
Next Steps (Me – To Others)
- * Request ribbonfish sounds from sound designer
- * Talk to Mike about implementing a music system similar to “Dear Moon”
- * Make list of additional models for modeler to work on