Number of playersEdit
- Chris DeLeon - Project Lead, Engine Programmer, Core Enemy Design, Crap Artist
- Looking for 1-2 "Artists," 3D very low-poly (It's even ok to build using Unity's primitives - concepts are more important here than execution)
- Looking for 1-2 Designer/Programmers to help come up with, lay out, and program battle environments, each with 1-2 weird, surprising, central features
- Looking for 1-2 Sound Designer / Musician
- Week 1: ( 1st Round Pitches ) Other people pitched
- Week 2: ( 2nd Round Pitches ) More people pitched
- Week 3: Pitch. At this point I've got a crude, early mock-up to show which is a bastardized modification of my Mech thing I've been working on in Unity
- Week 4: Player weapons do damage. All player weapons implemented (nothing fancy/complicated). Placeholder enemies show up via waypoints on HUD, plus radar for nearby objects.
- Enemy models or primitive-shape-hierarchy prefabs due from each artist.
- Rough music sketches, just enough to decide on instrumentation and tempo
- Week 5: Enemy types implemented and functional as prefabs (nothing fancy/complicated). Give player ability to autopilot chase a locked-on enemy.
- Building sketches made from primatives, and evidence that everyone on the team knows how to build a landscape in Unity suitable for this type of game
- Sound effects week, try to get the most common sounds at first-pass
- Week 6: I have to submit a draft of my thesis this week, so I don't have much new to show here.
- All developers on team now able to test main ship movement, weapons, and enemy types on their environments, iterate on their level's "key feature"
- Secondary sound effects
- At least 1 song completed (ideally the main gameplay loop)
- Week 7: Playable beta build! Levels winnable when all units destroyed or objectives met. Heat power-ups dropped by destroyed enemies. Countdown-til-freeze timer. Every world that we're going to include now exists in some crude, first-pass functional form.
- Week 8: Menu for world selection built-in. Intro screen for each level describes any non-obvious instructions. Tuning of difficulty in terms of freeze-rate and heat-benefit for each level. Begin testing with outside players.
- Week 9: Accounting for feedback from initial round of testing. Polish attention to visual effects.
- Week 10: My thesis is due this week, so I won't have anything new to show here.
- Programmer/designers to polish and iterate on their levels.
- Second song (for menu, or alternatively to replace our game song and bump that one to menu) done
- Any sound effects we missed earlier in the schedule (ex. depending on how our menu comes out)
- Week 11: Testing and polish, making sure the game runs well on a variety of resolutions etc.
- This week is also our time to ensure that win/loss states are handled in a suitable fashion
- Week 12: The game should be essentially done by this point here.
- Week 13: Game is complete, bug fixes