So I’m getting there – I’m going to turn this into a burndown list of what I definitely must have before the show, and assign priorities to all the tasks I have yet to complete. But first, what I did today:
Accomplished
- * Fixed character change on spawning bug
- * Fixed problem of static pathers not turning off their scent for character 2
- * Tweaked ribbonfish movement
- * Made all static pathers more consistent
- * Implemented predation/defense for static pathers
- * E-mailed sound designer about ribbonfish sound
- * E-mailed model list to 3D modeler
Next Steps – Priority A (Must Have For Show)
- * Implement AIs dying / respawning
- * Add new/different damage cue for ribbonfish
- * At least rudimentary music-cueing system
Next Steps – Priority B (Should Have For Show)
- * Get final tracks from my musicians
- * Get more / final sounds from my sound designer
- * Get ribbonfish model from 3D modeler
- * Talk to Mike about implementing a music system similar to “Dear Moon”
Next Steps – Priority C (Nice To Have For Show)
- * Implement a controller
- * Write an “unstuck” function to keep characters from getting stuck bumping into things/each other
- * Make it so defenders can eat
- * Particle work for ribbonfish – bubble trails and water particles
Next Steps – Priority F (Definitely After Show)
- * Complete movement code for character 3
- * Write AI for character 3 NPCs
- * Get an animator on board for semester 2