A few other little things were also either finished or started. Roadmap updates;
BUGS
* fix weapon swings
* fix rolling so it properly accounts for movement direction
during attacks
* fix doors so they properly lock (also when stopping normally or
only when at rest pos?)
* fix navmesh behaviour so it properly updates upon
interactable changes (problem only occurs when map is first created?)
* 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 model
* create proper clutter models
* create proper chasm tiles
* 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
* create human spear animations
* create human dagger animations
* create shield-bashing animations
* create human 2H animations
* create parry animation for when wielding 2 parryable items
together
* redo skeleton attack animations so they have greater reach (leap
forward slightly?), also give secondary attacks
* create cumbersome rolling animation for when wearing medium
armour
Entrance + bridge
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