Team: Leftfield <http://www.cs.utah.edu/~rchriste/leftfield>
Members
- Russ Christensen <rchriste@cs.utah.edu>
- Usit Duongsaa <duongsaa@cs.utah.edu>
- Todd Smith <tcsmith@cs.utah.edu>
CS4500: Modern Warfare: Schedule
*Note* This schedule is a very rough outline and is subject to drastic change without prior
notice.
Jan 13 - Jan 19
- A very-rough playable prototype
- Simple 2D Graphics
- Interface with DirectInput
- Something very cool to show on Marketing Day
Jan 20 - Jan 26
Milestone 1
Prepare for Marketing Day
Jan 27 - Feb 2
- Monday 27th
Marketing Day
Feb 3 - Feb 9
Milestone 2
Feb 10 - Feb 16
Milestone 3
Feb 17 - Feb 23
Milestone 4
Feb 24 - Mar 2
Milestone 5
Mar 3 - Mar 9
- All essential and desired features should be in
there. Start on bells and whistles.
- Milestone 6
Mar 10 - Mar 16
- Prototype Demo
- Milestone 7
Mar 17 - Mar 23
Milestone 8
Mar 24 - Mar 30
Milestone 9
Mar 31 - Apr 6
- public beta testing
- fix any remaining bugs
- balance game play
Apr 7 - Apr 13
- final polishing
Apr 14 - Apr 20
- reserved week
Apr 21 - Apr 24
- Thursday 24th Final
Demo
Milestone 1 –done
Gameplay (Russ)
- Overhead
view with simple probability based combat -done
- Use 2D
symbol sprites for everything -done
- Support
multiple units -done
- Support
2 players. One human and one AI -done
- The AI
will be dumb and will just sit there and wait to be killed -done
- There
will be no unit building. You start
out with units and use those until they die -done
- When
two opposing units come in contact with each other they immediately and
automatically combat each other -done
- There
is only a single type of combat unit, (Light Tank) -done
- All
inputs are done with the mouse -done
Engine (Usit)
- Speed
control-done
- DirectInput
via keyboard & mouse-done
- 2D
graphics (sprites, line, points, rectangles, text)
-done
- rendering
batching-done
Arts (Usit)
- Trailer-done
- Light
Tank, Rocket Launcher, Jet-done
- Heavy
Tank (not textured) -done
- Sky
& ground textures-done
Milestone 2 -done
Gameplay -
Combat System (Usit) -done
- Starts
3D, no bump map, no dynamic lighting, very simple 3D -done
- One
unit type (Light Tank) -done
- Multiple
units -done
- Possibility
for Combat and Overhead to run in parallel -done
- Shared
data between Combat and Overhead system -done
- All
units involved in combat simply show up on screen and cannot take any
action. -done
- After
5 seconds, the combat is automatically resolved by a coin flip. -done
Gameplay - Overhead System (Russ &
Todd) -done
- (Russ)
Add cities, which can be conquered and can build units. All cities build units at a constant
rate -done
- (Russ)
Move to a 3D system –done
- (Russ)
A combat mode will be entered when opposing units collide. -done
- Keep
support for just one unit type -done
- (Todd)
General unit analysis, take list of units, determine there area of
influence -done
- (Todd)
Draw threat map using 2D interface, map generated from unit analysis -done
Engine (Usit) -done
- Basic
3D rendering -done
- Camera
Manipulation -done
- Simple
Profiling (update rate, frame rate, nap time) -done
Arts (Usit) -done
- Create
a city object for the overhead view –done
- Basic Box Terrain -done
Milestone 3
Gameplay
- (Russ)
Add support for networking -done
- (Todd)
Simple AI (might lose all the time, but must try to put up a fight) for
overhead map –done
- (Todd)
Make it so overhead maps our loaded from a file –done
- (Usit)
Battle mode lets the player
move the units around and actually fight it out -done
Engine (Usit)
- Complete
profiling system -done
Colored
Overhead Terrain –done (We implemented coloring
and decided that it didn’t fit well with our game theme. So coloring will not go into the final
version)
Arts (Usit)
Milestone 4
Gameplay
- (Usit)
All 5 unit types in battle mode -done
- (Todd)
Economic System – cities produce money.
When you want a unit you buy it with money -done
- (Todd)
Smarten the AI – Chooses attack groups in proportion to the defenses of
the target city –Postponed
- (Russ)
Networking: In the overhead mode two players on separate computers can
play -done
Engine (Usit)
- model
lighting -done
- battle
terrain (with dot3 normal mapping and atmospheric effects) -done
Arts
- (Russ
and Usit) Research music -done
- (Usit)
Models & Textures for the remaining 4 units, and their bullets -done
Research (Everyone)
- Research
C&C Generals -done
Milestone 5
Gameplay
- (Russ)
All 5 units exist in Overhead mode and can be built -done
- (Russ
and/or Usit) Networking exists in Battle
mode as well so the game is fully playable by multiple players over the
network -done
Engine
- (Usit)
Basic Particle Rendering -done
- (Todd)
Basic Sound/Music Playing -done
- (Todd)
Convert engine from using hard-coded data to data loaded from files at
game startup. -done
Arts
- (Usit)
Particle Textures -done
Milestone 6 (this will be shown on
Prototype Day)
This week is reserved
to fix things that we get feedback for and to catch up on things if needed.
Gameplay
- (Russ)
If a unit wants to stop and there is a collision with another stopped unit
then the unit will keep going until it can stop without a collision. -done
- (Russ)
When a battle begins units in the surrounding area are taken into the Battle
as well. -done
- (Russ
and Usit) Get a very simple opening menu to the game that allows one to
setup and join a networked game -done
- (Usit)
Unit selection box is improved to resize accordingly to fit the unit or
city -done
- (Usit)
Terrain in overhead mode should be updated to be generated with a
procedural technique and to use shading -done
Milestone 7
Gameplay
- (Russ)
In game Chat System -done
- (Todd
& Usit) HUD-done (no minimap)
- (Usit)
Jets -done
- (Usit
& Russ) Color coding units -done
- (Usit
& Russ) Color coding cities -done
- (Russ)
Multiple Battles at once -done
- (Russ)
Select multiple units -done
- (Russ)
Load replay save games -done
Engine
Arts
Milestone 8
This week is reserved
to fix things that we get feedback for and to catch up on things if needed.
Gameplay
- (Todd
or Russ) Jets in Overhead mode, circle cities when built, cannot be
directly controlled -done
- (Usit)
Jets need to intercept each other -done
- (Todd)
Minimap in HUD -done
- (Usit)
Log files have unique names -done
- (Usit)
Battle mode: Tanks turret can
rotate -done
Engine
- (Usit)
Camera Vibration -done
Arts
- (Usit)
Sound Effects -done
- (Usit)
Very, Very Cool Particle Special Effects (VVCPSE) -done
( explosions, engine trails,
debris, firing, etc )
Milestone 9
This week is reserved
to fix things that we get feedback for and to catch up on things if needed.
Gameplay
- (Russ
& Todd) Option to send money to each other -done
- (Todd
or Russ) Make the game only let you control units of one owner. -done
- (Todd
or Russ) Tutorial (replay last message, go to the next one) -done
- (Usit)
Allow any symbols to be typed in -done
- (Russ)
Setup a website for signing up for the public beta -done
- (Russ
or Todd) Before enter battle show outline of battle -done
- (Russ)
Cheat codes to make development easier and to save face in case we are
losing against the beta testers -done
- (Usit
or Russ) Make Jets networked -done
- (Todd)
Switch between battle mode and overhead mode -done
- (Todd)
Keep units inside the bounds of the map -done
- (Russ
or Todd) Drag select in the overhead -done
- (Usit)
Can assign units with ctrl plus number keys in battle mode -done
- (Todd
& Usit) Sync up overhead mode Jets and Battle
mode jets -done
- (Russ
or Usit) Tanks must turn and then drive forward -done
- (Todd)
Setup a Yahoo Group for our Project -done
Engine
Arts
- (Todd)
Voice Acting -done
- (Usit)
Make it more noticeable what color the Jets are -done
Milestone 10
Gameplay
- (Everyone)
Work on creating SSW
- After
the beta test tomorrow decide what needs to be done to make the game more
polished
- Play
test the game and work on Gameplay Balance