On a more official note, we have solidified concepts and mechanics for Z.P.F. and now the homework has been dealt like a high stakes game of steamboat poker. Here is what we covered:
The game will be defined as a real time strategy with fog of war and cones of vision for A.I.
Behaviors for the A.I. have been clarified (see graph)
| 
   | 
  
   
Vanilla 
 | 
  
   
Sprinter/Pyro 
 | 
  
   
Tank/Riot Control 
 | 
 
| 
   
Zombies 
 | 
  
   
Walk, Bite 
 | 
  
   
Run, Bite 
 | 
  
   
Walk, Kill 
 | 
 
| 
   
Survivors 
 | 
  
   
Run, Hide 
 | 
  
   
Run, Hide, Hop Obstacle 
 | 
  
   
More Health, Kill 
 | 
 
| 
   
Troops 
 | 
  
   
Patrol, Kill, Hop 
 | 
  
   
Walk, Kill, Chase 
 | 
  
   
Walk, Melee,  
Save Survivors 
 | 
 
There are also plans for a sniper troop that is just a stationary vanilla with a longer cone of vision.
The environment will be a tile-able cityscape that can be randomized.
Overall required assets including:
Turnarounds and models for zombies, survivors, and troops.
Texture art for models and environment.
Tile-able environment models.
(Addendum: Something like this)
Animations for survivors including: idle, run, frightened idle, and death/conversion.
Animations for zombies including: idle, walk/run, attack, and death.
Animations for troops including, idle, walk, attack, and death/conversion.
and much much more!
Our assignments for next meeting include:
Team 2D - 3 point turnarounds for survivors.
Team 3D - Concept for a tile-able environment.
Team Programmer - Work on code for horde movement and finger tracking.
Things are picking up momentum and soon will snowball wildly out of control so stay tuned for the next installment of... G - DEV!
-Andrew Fuller, V.P.


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