Wolf Timeplan
This post is migrated here from my 2011 blog
Wolf gets 48 more hours of work now, so I need to concentrate on the basics of the game
I'm hoping to get to something playable at the end..
Processing.............................. .. . .
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I have a full plan dO_Ob !!
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Description
Day 1:
Optimize rendering area 0.5
up-down variation while walking 1
much faster motion and rotation 0.5
Custom billboard class 2
Enemy test, class/sprite/in level 2
Player vs Enemy collision detection 1.5
Player-fire var Enemy collision detection 3
Enemy can fire 0.5
Player vs Enemy-fire collision detection 1
TOTAL 12 hours
Day 2:
Test trigger wall 1
Player actions collision 3
Triggering works correctly with id 1
Windows 2
Shotgun class/sprite/in level 2
Random enemy motion, Pistol/shotgun working 2
HUD showing health 1
TOTAL 12 hours
In case Day 1 and 2 are successful,..
Day 3:
Add doors 1
Doors openable with triggers 1
Doors motion while opening 2
Design 3 enemies 1
Add 3 enemies to test level 1
enemy behavior 3
Main menu, prepare for multiple levels 2
HUD notification text "You found a mighty pistol!" etc 1
TOTAL 12 hours
This is getting rediculous
Day 4:
HUD weapons 2
HUD ammo 2
Design level pack class 2
Create a bunch of levels 3
Design 2 monsters 3
TOTAL 12 hours
... okay this is the last day
Day 5:
Add 2 monsters class/sprite/in levels 2
Monster 1 AI 2
Monster 2 AI 2
Custom cube geometry with hidden surface removal 3
Create more levels 3
TOTAL 12 hours
FUUUUUUUUUUUUUUUUUUUUuuuuuuuuuuuuuuuuuuu
Day 6:
Fog experimentation, performance adjustment 4
More levels, adjust for fun 5
Throw in some music 3
TOTAL 12 hours
Day 7:
Release, then fucking die of exaustion 12
TOTAL 12 hours
...
and to think I wanted to add spells and magic to it...
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