Monday, April 12, 2010
Project Milestone 1 - Progress Presentation
- Test Environment integration
- Racer control using 360 controller
- Simple Physics
- Advanced Physics with Wheel Colliders
- Static Models integration
- Basic waypoints steering AI system
- Basic multiplayer interaction
Static models and basic AI
Advanced Physics
Friday, April 9, 2010
New Project Schedule
Apr 7 - Integrate Static Models, basic AI integrated
Apr 11 - Basic multiplayer, race checkpoints, Wheel Colliders/advanced Physics
Apr 12 - Progress presentation day
Apr 14 - Whip Control, HUD
Apr 18 - First chariot model integrated, better AI, basic weapon functionality
Apr 20 - First Playable Demo, full Multiplayer support
Apr 21 - Advanced AI with weapon support, Second Chariot Model integrated
Apr 25 - Integrate Animations, more weapons, Wiimode support
Apr 26 - Feature Freeze, sound effects/music
May 3 - Presentation day
Friday, April 2, 2010
Whip that horse initial plan
Whip Your Horse
Artists:
William Early
Edward Orsi
Engineers:
Khoa DoBa
Dylan James
Philip Tang
1 Description
Whip Your Horse is a racing game for chariots, using a wiimote controller, players
compete to win a race around a track, using various powerups and weapons to
increase their chances of victory. Players use the Wiimote and Nunchuck to steer
their chariot, and shakes the wiimote to perform whipping action to speed up the
horse.
2 Game Features
1. Game world in 3D with third person view
2. A variety of weapons and powerups
3. Wiimote controller integration
4. Multiplayer mode
5. AI competitors
3 Technical Features
3.1 Core Features
1. Multiplayer session
2. HUD system
3. Racer Control
4. Animation blending
5. Physics
6. X360 Controller support
3.2 Required Features
1. Environment integration
2. Particles Systems, Explosions
3. AI enemy mechanics
4. Weapon mechanics
5. Collectibles
6. Check point system
3.3 Desired Features
1. Wiimote support
2. Dynamic lighting system
3. Motion blur
4. Depth of Field
4 Artistic Features
1. Race track designs
2. Models and animations for chariots and racers
3. Models and animations for powerups
4. Special Effects (Particles, motion blur, etc.)
5. Sound Effects
5 Schedule
Mar. 28 (Sun): Basic racing game structure in place, racer control and X360 controller supported
Mar. 31 (Wed): Track models designed and integrated, racing physics implemented
Apr. 04 (Sun): Basic multiplayer structure implemented, environment fully intergrated
Apr. 07 (Wed): Integrate static models, basic AI enemy mechanics implemented
Apr. 11 (Sun): Animation blending for chariots and racers, HUD system integrated
Apr. 12 (Mon): Progress presentation, all core featurers must be implemented
Apr. 14 (Wed): Weapon mechanics implemented. AI and multiplayer works with weapon system
Apr. 18 (Sun): Models and animations for powerups and weapons, particle system integrated
Apr. 20 (Tue): First Playable demo, All required features must be implemented
Apr. 21 (Wed): Wiimote controller integrated
Apr. 25 (Sun): Special effects, sound
Apr. 26 (Mon): Feature freeze demo, all desired features must be implemented or cut
May. 3 (Mon): Final Presentation