The focus of this sprint is to have a presentable game before the URCAD deadline.
- I keep finding that there is not enough time between when assets are submitted and when they can be implemented before the hard deadline, so the soft deadline is moved up.
- What do we want in it?
- The game
- Premise
- Instructions
- Process for each person w/ screenshots. Roles
- Aesprite demo (how hard some programs were to use)
- Decision making process
- Art
- Pitch art
- Concepts
- Challenges
- Animator
- Movement
- Camera
- Tools used
- The game
- Project Kindle online build
- itch.io link
- Short tutorial?
- Start events via string keys
- Load event data from file (or store in object)
- Be able to move between scenes in Unity
- Fade out transition?
- Title Screen Theme
- Level Theme
- Get sounds to play in Unity
- Get music to play in Unity
- Foley: footstep, metal footstep, landing sound, metal click (Empty weapon) small blast sound (Vector), bigger blast sound (Dragon Breath), textbox blip (printing text), small explosion (enemy defeat), small impact sound (when projectile hits enemy), electric charge (Eye Drop charge), electric "splash" (Eye Drop attack), spray noise (Dome attack), club noise (Rattah attack), bat/pole swing (Rattah swing), whistle (Stork bag drop), (cartoony) spring sound (Mack), small wing flap (Bat enemy)
- CTone backups for above?
- Stuttering on landing
- Camera pan jitters
- Draw sprites for enemies
- Preferably animated
- Implement new enemies
- Rattah
- Mack
- Buzzard (Stork Enemy)
- Siphon (Bat Enemy)
- Mack(?)
- Enemy respawns
- Enemies activate when Kindle is at least 1.5 screens away
- Enemy respawners enable when enemy is defeated and Kindle is at least 3 screens away
- More concrete tiles
- Background Buildings as seen in the level draft.