Tuesday, 26 February 2013

Task List - Organisation

I have compiled everything into one word document to help organise what I need to get done.
I have included all the models I intend to make however this is subject to change as I input more ideas to help the game flow. I will add updates for the completed tasks under the deliverables (as these are just bug fixes).

Task Plan

List of tasks
Models
  • Rooms – Hallway, Bedroom, Living Room, (More in Updated)
  • Hallway – Desk, Lamp, Torch, Radio, Windows, Wooden Planks, Key
  • Living Room – Table, Cupboard, Bookshelf, Locket, TV, Sofa
  • Bedroom – Teddy Bear, Ball, Car, Blocks, Bed, Music Box
  • Room 3 -Pedestal
  • Room 4 – Enemy, ceiling light

Sound Effects
  • Lightning
  • Rain
  • Radio
  • TV
  • Monster
  • MusicBox

Code
  • Player Scripts – Run, Walk, torch, keys screen lock
  • Doors and keys
  • GUI – current key
  • Pick Up objects
  • Opening draws
  • Follow AI Script
  • Ai walking between two points
  • Death of the player
  • Scene movements (Buttons etc)
  • Animations
  • Cross-hair

Unity Compiling
  • Rooms in separate scenes
  • All models as above
  • Sound Effects/3D Sounds
  • Lighting in scene
  • Coding together all parts


Misc Updates to task list

Models
  • Rooms - Closing room, (Updated) Enemy chase room,

First deliverable
Working Rooms – Hallway, bedroom and living room
Player can walk into a dimly lit room, pick up a torch by walking near it, this will help them find the first key to the living room
Player then clicks the door into the living room. They walk to the front table where they can pick up the next key – to be hidden in the next set of weekly tasks (next deliverable)
The player then returns to the hallway and moves onto the bedroom where they find the next key.
Again the hiding will be in the next deliverable.
Mouse fixed to the centre of the screen with cross hair to show where you are looking.

Completed
Mostly a success except the ball physics
Lock and key currently not working


Second Deliverable
First set of rooms at a working standard, same as above, keys hidden (the key reveals itself in the hallway only after the player picks up the torch). In a lock box and under toys (for living room and bedroom respectively), room 3 added and player moves into the centre of the room and triggers an animation as the room becomes smaller. Living room has multiple places to search for the key (opening objects when you stand near them)
The player is then back in the hallway and can move to the next final room. The player can enter, get the key (currently unhidden) and then moves to the exit as the game ends.
The start and end is the main menu with a GUI for a button.



Third Deliverable – Final (to be confirmed)
This section is still to be confirmed as I have ideas in the working for the actual enemy sequence at the end game. There will be an update about this.

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