So we have decided that we are going to try and get the game published before the start of the next semester, but we still have a ton of stuff to do. Here is our task list for the rest of the semester for art:
Art - ranked as level of priority
1 - Outer level poly reset - We need to optimize the poly counts for objects in the outer playing area.
1 - Smoke trail particles - Put particle systems on the feet and hands that enhance the feeling of the character falling.
1 - Flower model popup- Flowers will popup on the ground around the radius of the splash. We need a flower mesh, and texture that will just translate and scale up through the ground.
1 - Fix Legs on character mesh - Character needs to not crumble. One attempt is to upres the mesh.
2 - More Hoizontal objects - This may not mean more new objects, but just populating the Horizontal plane (bottom) of the game.
2 - Fire escape and clothes line effects - The objects need to be added and ready to work with the correlating code.
2 - Intro animations - Adam and his motion capture stuff. We need to integrate his animations with the in game scene or a separate scene he creates the animation in.
3 - Buildings update - All buildings need another pass on them to improve mesh on some and texture on others. Pay close attention to our color pallette.
3 - Textures related to saturation - This is dependant on the code george is trying to get a texture to desaturate.
4 - Ripple Splat - Have the particle effect of the splash have more of a ripple effect over the landscape
5 - Achievement system - This would require a lot of art, UI etc.
5 - Themed cities - China town, San Fran, with bridge etc could be considered.
6 - Zelda Ripple effect - This is super low priority and more a pipe dream. Akin to this Zelda video.
So we are slowly working through this list. I've made the flower and I'm trying to lower the poly count on some of the objects. After that, I'm going to try build more objects that we can use to populate our scene. That's all for now, thanks for reading.
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