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Schedule:
Stage II: Full Landscape - COMPLETE (after 7 hours) -the 4 tile wraparound system (infinitely tessellating world) -day and night skies -fog and clipping so there's no jarring popup Stage III: Basic entities/physics - COMPLETE (after 9 hours) -A particle based physics system tracks sprites across the landscape, keeping them a specific distance above the ground, and keeping them in the right quadrant. -entity behaviors: linear, rolling(following ground), brain-controlled (brains done in stage VI) -transparency -entity list file -floating camera Stage IV: Full Entities - COMPLETE (after 12 hours) -A variety of sprites are put in the game. -Collisions are detected. -sound can be emitted by particles Stage V: Hud - COMPLETE (after 16 hours) -Minimap shows the surrounding terrain -Player health,mana,gold is tracked and displayed on screen -Arbitrary message can be displayed at the bottom -Any character can be used as a crosshair -Available spells listed -FPS tracking Stage V and 1/2 (Inserted): Geometry-By-Reference (9 hours, mostly wasted) -Minimap shows entities on it -Terrain geometry is morphable via heightmap pngs - ABORTED -Terrain texture is morphable via pngs/jpgs - ABORTED Stage VI: Basic Monsters - COMPLETE (after 15 hours) -Kamakazi Crane -Jumping Spider -Fireball throwing FireStalk -Monsters attack player Stage VII: Full Monsters - COMPLETE (after 8 hours) -sprites can be arbitrarily tinted -sprites can be mirrored to conserve memory -monsters belong to a team -monsters attack other teams Stage VIII: Spells - COMPLETE (after 8 hours) -^: Castle upgrade (dud at this stage) -*: Claim mine (dud at this stage) -M: Summon Spider -o: Firebolt -": Speed -0: Fireball -I: Summon Firestalk -~: Firewave -@: Meteor -sprites can be transparent -smoke -Damageable/Poseable refactoring -mouse input fix Stage IX : Castles - COMPLETE (after 16 hours) -buildings -castles -upgrading/downgrading/repairing -homing castle spell Stage X: Economy - COMPLETE (after 7 hours) -balloons -gold mines -trees -complete gameplay -somewhat balanced -a playable map Stage XI: Pre-Multiplayer - COMPLETE (after 10 hours) -Pregame menu system for choosing world and multi/single -multithreaded physics -better smoke -smarter spiders -profiling -performance optimizations -code cleanup -screenshots (press p) Stage XII: Multiplayer - abandoned (after 7 hours) -dummy particles -A dedicated server is created without rendering and with the ability to send dummy particle information to clients -a client is created which renders dummy particles and sends spell cast requests to the server. -gameplay balancing Stage XIII: Playtesting, mapping - COMPLETE (after 5 hours) -manual -gameplay balancing (removed fireball, changed speed to mouse2) -decent maps -victory recognition -kill counts -1.0 release Stage XIV: Wizard AI - COMPLETE (after 9 hours) -randomized maps -is a computer-controlled player -fights intelligently -pursues and guards gold mines -1.1 release | |||||||||||||
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