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)
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Vanilla
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Sprinter/Pyro
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Tank/Riot Control
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Zombies
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Walk, Bite
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Run, Bite
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Walk, Kill
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Survivors
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Run, Hide
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Run, Hide, Hop Obstacle
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More Health, Kill
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Troops
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Patrol, Kill, Hop
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Walk, Kill, Chase
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Walk, Melee,
Save Survivors
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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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