Monday, 8 April 2013

Update 09/04/13

The lantern model was finished, as were the clutter models. First person moving animations were fixed. I also made a ceiling grate tile that wasn't on the list but needed doing at some point. Updated roadmap with a few more tasks;



BUGS
* fix weapon swings
* fix rolling so it properly accounts for movement direction during attacks
* fix doors so they properly lock
* fix navmesh behaviour so it properly updates upon interactable changes
* fix interactable effects when changing state (inventory and debug state both crash if an effect was active in play state)

MECHANICAL
* create a formal system for AI handling paths during navmesh updates
* move searchForEnemy AI to separate task (currently in meleeAttack task)
* add reaction/warning task upon discovering enemy (plus animation for reactions)
* create character creation screen (something basic so you can at least select equipment)
* create info screen for items in inventory (detailed image + flavour text when you right click items)
* create stat system for armour/weapons

MODELS AND TEXTURES
* redo textures with compression and reduced sizes
* redo doorway arch model
* create dungeon entrance tile model
* create proper clutter models
* redo all skulls to use texture instead of model
* create pouch
* create lantern
* create torch
* create plate body armour
* create plate head armour
* create plate leg armour
* create chainmail body armour (redo with a longer tabard)
* create chainmail head armour
* create chainmail leg armour
* create leather body armour
* create leather head armour
* create leather leg armour
* create boots
* create shield
* create sword
* create bastard sword
* create axe
* create spear
* create mace
* create dagger
* create claymore
* create great axe
* create heavy mace

ANIMATIONS
* fix human sprinting/running animations so held objects aren’t obscuring view in first person
* create human 1H animations (secondary attacks still need to be finished)
* create human spear animations
* create human dagger animations
* create shield-bashing animations
* create human 2H animations
* redo skeleton attack animations so they have greater reach (too easy to dodge)
* create cumbersome rolling animation for when wearing medium armour



New ceiling tile...

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