Monday, October 5, 2009

Milestones - will be revised

Basic Shooting Game - 5th October A controlled camera, Split screen, managed bullets and collisions with basic game ending conditions(Time, points, target destruction, et). The collisions will be basic bounding spheres but this game should be usable for testing of later game elements. Also what I create for the game will be loosely coupled so that it can be inserted into my game engine when the Architecture design is finished. -> Camera and basic collisions done but issues with split screen drawing. Moving on to bullets. Splitscreen bug will be fixed by end of monday 5th. Basic deathmatch type game should be working by thursday.

List Of AI Elements - 12th October This will be the List from which my AI will be developed. On this list will be what the AI must be able to do and what would be nice if it could do. It will cover the different game modes as how a NPC acts in Capture the Flag will be different from Paint ball mode.

Body part specific bullet collisions and world collisions - 26th October This will be a big step on collisions compared to the Basic Shooting Game. In this instalment, the game should allow for limb specific damage and the player should be able to walk around in a modelled world (move up stairs, not be able to pass through walls and jump over small objects/walls). Also the ability to jump should be working. Collisions in XNA will have to be researched to make this work.

Have the Local multiplayer (-bots) done as well as the Menu system - 9th November This will mean a basic game with a working GUI and Main Menu. The Basic game will be for split screen only as networking will not be started yet and single player wont be started until AI is well advanced. Also a sound effect system should be implemented.

Have basic AI working which can walk around the world and shoot at the player – 23 November The AI should be able to path find from one point to another and shoot if they see the player. It will be basic and stop moving when shooting at the player. Cover and intelligent movements will follow at a later date.

End Of December Outside of Exam study and exam time, this month will see the completion of Al's ability to take cover and attack a player behind cover. AI Teamwork will have been started so that the AI can attempt to overwhelm its enemies. Before young Scientist demonstration Polish the games appearance for multiplayer split screen play. Animations should be working and basic levels should be set-up to demonstrate the future of our game. People at the young scientist event should be able to pick up a controller and play our game like any other with little problems. An Option to add bots should be on the multiplayer set-up menu and the bots should be able to act like a human player

End of January The game should be networked for system link and internet play. Work after the Young Scientist Demo is completed should focus on starting the Single player campaign. This will be Player getting to a point alive at first with extra missions added in after. The main purpose of the single player development to this milestone is to establish the single player framework and to start mission based goals.

End of February A beta Version of the Game should be completed for testing. The game will be cleaned up and upgrades will be made to AI behaviour. Optimizations should have begun. Effectively our game should be finished.

Before Demo Day The Game should be finished with competed Builds ready for final Demo Day submission. Changes will be made where improvement is possible but Builds will only be acceptable for demo day if no new bugs are added. We will have a compiled working version at all times with multiple back ups.

All other Milestones are as per FYP regulations for project submission dates

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