Week 1:
· Core unit setup (movement, stats, rigid bodies, placeholder art)
· Hero movement controls (to help test above)
· Investigate flocking AI and behavior trees framework
· Basic gameplay screen (camera placement, barriers top and bottom, camera scrolling to follow player)
Week 2:
· Hero combat controls (to test above)
· Villager role assignment screen (basics)
· Basic enemy spawning
· Basic flocking
Week 3:
· Rescue mechanics
· Leveling/XP system
· Improved flocking
· Flocking commands
Activities Planned for Beta 1:
Incomplete tasks:
· Combat system basics for a melee unit (attacking, health, death)
· Ranged combat
Week 4:
· Add more unit types (sword, healer, flag bearer)
· Combat mechanics for more unit types
· Improved flocking AI, rules/behavior for new units
· Morale system
· Add/Improve art
Week 5:
· Add more unit types (crossbow, shield unit, armored)
· Combat mechanics for more unit types
· Improved flocking AI, rules/behavior for new units
· Add/Improve art
Week 6:
· Save/Checkpoint system
· Add additional enemy unit types (giants, Zombie Shogun)
· Combat mechanics for more unit types
· Improved flocking AI, rules/behavior for new units
· Boss fight
· Add/Improve art
Work Plan Tasks Completed to Date:
· All week 1 tasks
· All week 2 tasks
· All week 3 tasks
Problem Areas:
· Had some issues with getting SVN to work
· Combat system is still having some issues as far as correctly detecting attacks.
· Decided to integrate CIS 562 boids style flocking AI rather than the NavMan pathfinding for basic villager/enemy behavior, seemed easier within our time constraints to get the desired behaviors using that.
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