Progress Checklist
From Hero of Allacrost
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This page is used to keep an itemized list of all planned features, content, and additions that will go into the next release of our products. The purpose here is to both keep an organized (and editable) list of what needs to be done for our next product releases and the status of those items in a central location.
Use the table template below for examples on making an entry. Tasks can be set to one of three priority levels: green, yellow, and red. Green priority tasks are an absolute requirement for the release. Yellow priority tasks are things that we would like to have in the release, but we can live without if there's no time to finish them. Red priority tasks are things that we have discussed and will not be included in the release, but will likely be added in future releases.
| General Area | ||
|---|---|---|
| Specific Area | ||
| Priority | Status | Task |
| FINISHED | Example of a task that has been finished | |
| Roots | Example of a task that is in progress by someone (in this case, Roots) | |
| Unassigned | Example of a task that no one is currently working on | |
Demo 1.0.0
| Code - Engine | ||
|---|---|---|
| Video Engine | ||
| Unassigned | All text rendering should be finished and completely defect free | |
| Unassigned | All GUI code should be bug free, fully featured, and require no foreseeable API changes | |
| Unassigned | Ensure that there are NO visual defects from any video engine code | |
| FINISHED | OptionBoxes need the ability to add images as an element in the option text (in a way better and more flexible than is currently done) | |
| FINISHED | TextBox, OptionBox need ability to navigate content. Ie, if there are more options than can fit in the window allow the contents to scroll around | |
| Unassigned | All GUI controls should use TextImages instead of rendering the text all over again on each draw call | |
| Unassigned | Add basic support for simple lighting (for use on maps) | |
| Unassigned | Add procedural image support | |
| Audio Engine | ||
| Unassigned | Add distance attenuation support for audio sources | |
| Unassigned | Fix all minor glitches so that audio playback is perfectly smooth and uninterrupted | |
| Unassigned | Custom audio looping playback (looping through sections of a track instead of the entire track) | |
| Input Engine | ||
| Unassigned | Provide two default key mappings and let the player decide which to use on first boot (current one versus one that is "more intuitive") | |
| Unassigned | Allow player to save/load multiple key map settings | |
| Mode Management Engine | ||
| Unassigned | Latency hiding and effects for game mode transition (e.g. screen fading, dithering, etc.) | |
| System Engine | ||
| Unassigned | Add internationalization support into system engine, and other code components as necessary | |
| Code - Modes | ||
| Boot Mode | ||
| Unassigned | Support for previewing saved game data without loading | |
| Unassigned | Allow user to select between two different default interface schemes: the existing "practical" scheme and a new "intuitive" scheme | |
| Unassigned | Completely finished, bug-free, and fully polished | |
| Battle Mode | ||
| FINISHED | Action animation of both characters and enemies with synchronized audio | |
| FINISHED | Much more scripting support available in battles | |
| Unassigned | Basic enemy AI functional (no more random target selections) | |
| Unassigned | Warm-up and cool-down time for skills added and functional (and the stamina bar will show these periods) | |
| Unassigned | Final, balanced damage formulas fixed in place | |
| Map Mode | ||
| FINISHED | Map context support (ability to go in and out of structures) | |
| FINISHED | Full support of environmental/ambient sounds and sounds triggered by events | |
| FINISHED | Improve the efficiency of pathfinding, path-reuse, and collision resolution | |
| FINISHED | Fully polished and complete interface for dialogues, treasure menus, and all other GUI elements | |
| Roots | Fix all visual defects and misalignments when drawing tiles and objects on the screen. Resolve all screen jumping/skipping issues. | |
| gorzuate | All stored map text should be made translatable via gettext and the system engine. Demonstrate map mode running in a non-English language. | |
| FINISHED | Implement event management. This is the ability for the game to run on "auto-pilot" while the player watches a scene unfold. | |
| FINISHED | Improve dialogue management, operation, and improve flexibility | |
| Unassigned | Save zones for saving the game and restoring the player's position to that point when loading a saved game | |
| Unassigned | Support lighting, fog, and other visual effects on maps through scripting | |
| Unassigned | Additional options for enemy NPC sprites and AI (ability to guard certain areas, etc) | |
| Unassigned | Support animation of opening/closing of doors and similar structures (gates, etc) | |
| Unassigned | Create a Lua file that stores object/sprite definitions that can be used to easily create map objects/sprites in the map file. | |
| Unassigned | Make necessary alterations to map file format to accommodate new features/changes. Make map files more efficient and organized | |
| Unassigned | Support player-command character actions (sword swinging, bow shooting, etc) | |
| Unassigned | Implement surface/walking sounds | |
| Menu Mode | ||
| Unassigned | All options in menus must be fully functional | |
| Unassigned | Support for allowing a preview of existing save files and an overwrite file confirm prompt | |
| Unassigned | Improved interface and more efficient menu hierarchy | |
| Unassigned | Fully polished and totally complete | |
| Shop Mode | ||
| Roots | Add ability to sell current equipment on characters and simultaneous replace with newly bought equipment | |
| Roots | Add display of which characters can equip a selected shop entry, and the change (+/-) in ratings for attack/defense of the new equipment | |
| Roots | Add shop pricing (some shops buy and/or sell at higher or lower prices than standard rate) | |
| Roots | Improve menu hierarchy and interface so that it is of professional quality | |
| Unassigned | Add limited stock feature (limited quantities available for purchase of certain items) | |
| Code - Editor | ||
| Main Editor | ||
| Unassigned | Create a better interface for utilizing multiple sub-editors at once | |
| Unassigned | Allow multiple editor windows to make use of the video engine without having to destory and re-create the video manager singleton | |
| Map Editor | ||
| Unassigned | Add the tile chunking feature for easier map creation | |
| Unassigned | Add support for the placement of map objects and sprites on maps | |
| Tileset Editor | ||
| Unassigned | Make it easier to edit walkability on tilesets (paint whole sections instead of having to click each grid box) | |
| Content Editor | ||
| Unassigned | Add feature for user to view lists of content and their properties (artwork, music, equipment, skills, enemies) | |
| Artwork | ||
| Tilesets | ||
| FINISHED | Outdoor desert environment with various types of sands and light vegetation | |
| (Partial) | A large desert city, complete with building interiors. Should include a training hall and props, an inn, an item store, and an equipment store. | |
| Unassigned | Desert cave with bridges, pits, and other features (Current cave tileset will be used for this demo.) | |
| Sprites | ||
| Unassigned | Kyle, Claudius' close friend and training partner who betrays his allegance in the demo story. Requires full battle animations as well. | |
| Unassigned | A knight captain | |
| Unassigned | A Karlate (knight in training). May want several versions of them with various amounts of armor on and slight variations | |
| Unassigned | Various bronzed desert townspeople of all genders, professions, and ages who inhabit the city | |
| Unassigned | A sprite set for the large Mak-ok hounds (movement frames are preferred but optional; we need at least standing/idle ones) | |
| GUI/misc | ||
| Unassigned | Icons for all items, equipment, and skills to be used in the demo (refer to the Content section in this table) | |
| Audio | ||
| Music | ||
| Rain | Introductory/Claudis theme - the first track played when Claudius and his friend are having a conversation at the beginning of the story | |
| Rain | Desert town theme - played when the player is inside the town | |
| Rain | Desert cave theme - theme ideas: dark, mysterious, dangerous | |
| Rain | Desert roaming theme - played the player is roaming outside in the desert sands | |
| Rain | Betrayal theme - played when Claudius is alerted that a thief (his friend) is to be pursued (note: might also be used as a battle theme) | |
| Rain | Battle theme - generic battle theme to be played throughout standard battles in the demo (if available, may want different themes for the desert and cave battles) | |
| Rain | Final battle theme - played during the last battle where Claudius must fight his friend after confirming that he is the thief (note: might use the betrayal theme for this) | |
| Sounds | ||
| Unassigned | Surface walking sounds for: sand, rock, paved path, wooden floors, small grass | |
| Rain | Water running sounds for: medium size fountain, small river, babbling creek | |
| Unassigned | A couple different sounds for birds singing or crowing | |
| Unassigned | Sounds for sword training, both metal and wooden sword types | |
| Rain | Generic sounds for lively human chatter and gossip | |
| Rain | Some passive sounds for the Mak'ok hounds. Perhaps gentle panting, growling, whining | |
| Unassigned | Several forms of sword battle sounds for the knights in the demo (used both in and out of battles). Should include swipes, stabs, parrys. | |
| Unassigned | Sounds for human males receiving damage, "ugh", "arghh", etc. | |
| Unassigned | Appropriate attack sounds for the enemies to be encountered in the demo (probably large insects, skeletons, etc.) | |
| Unassigned | Appropriate damage received sounds for those enemies to be encountered in the demo | |
| Rain | Death sounds for both male humans and enemies | |
| Rain | Various "equip" sounds for swords and light armor | |
| Rain | GUI sounds for menu selection, confirmation, saving a game | |
| Game Content | ||
| Maps | ||
| Unassigned | A small desert map with a grassy hill used in the opening sequence (not revisited after the opening) | |
| Rujasu | A medium-sized, lively desert town with a small market, one item shop, one weapon shop, an inn, several homes, a large training hall for soldiers, a medium sized well/fountain in the middle of the city, some small gardens, light pavement roads, dirt paths, light grass and vegetation. Town should have two exit locations to go to other maps: a cave in a small nearby rock mountain and a path out into the desert sands | |
| Roots | A vast desert environment consisting mostly of sand with a few sparse patches of light vegetation and rocks. Provide for a few small hidden treasures on the map (glimmers in the sand) and several enemy sprites. Enemies should be tougher and more numerous the farther away from the town that the player gets. Do not provide artificial barriers on the map edges; if the player approaches them we will script it so that Claudius says he shouldn't wander too far and send the player away from the map borders. | |
| Rujasu | A small desert cave map with mostly narrow passage ways. Floors should be mostly rock and dirt with some patches of sand. No vegetation. Some random insects and other creatures (non-combatants) should lurk around and avoid contact with the player. Enemies should be numerous with mediocre difficult and difficult to run past due to the narrow passages. Provide for some chasms with small bridges to cross and some light running water and small pools. The end of the cave should open up into a larger area surrounded partially by a long pit. Claudius will chase his friend through this cave and confront him at this end area. (Note: may want to make the end area its own separate map) | |
| Characters | ||
| FINISHED | Claudius, the main protaganist of the story. Needs full set of art, including sprites and portraits. | |
| Unassigned | Kyle, Claudius' friend and fellow Karlate. Joins the party at one point in the story, so he requires a full set of art as well. | |
| Unassigned | Knight captain, Claudius' superior and his teacher. Fights with Kyle near the end of the story and loses (falls to his death). Fight-scene is on-map and not in battle mode, so only some fighting animations are required for his sprite | |
| Unassigned | Karlates and knights, numerous soldiers in the training hall and interacted with as NPCs throughout the story | |
| Unassigned | NPC townspeople, including merchants with wares to sell | |
| Enemies | ||
| Unassigned | Foes that roam the desert sand: (todo: create a list here) | |
| Unassigned | Foes that roam the desert cave: (todo; create a list here) | |
| Inventory | ||
| Unassigned | A light healing potion | |
| Unassigned | Two swords of different strength (one by default), two breast plates, two helmets, at least one pair of gauntlets/gloves and greaves/leggings | |
| Skills | ||
| FINISHED | For Claudius, at least three different sword attack skills with various strength, speed, and special properties | |
| Rujasu | For Kyle, at least one attack skill (maybe two) and one defense or support skill. Some skills may be shared with Claudius, but he should have unique skills as well. | |
| Rujasu | For Claudius, at least one defense skill and one support skill | |
| Text | ||
| Brian Aloisi | Claudius/Kyle initial scene text: where the two are having a conversation on the hill | |
| Brian Aloisi | Claudius/Kyle/Captain training hall text: when Claudius first reports to the training hall in the early stages of the demo | |
| Brian Aloisi | Karlate/knight NPC dialogue: random information and conversations with other soldiers in the beginning of the demo | |
| Brian Aloisi | Townsfolk NPC dialogue: generic text spoken by the townspeople throughout the entire demo | |
| Brian Aloisi | Scene: Claudius and other knights awoken to track down the thief who escaped into the cave | |
| Brian Aloisi | Karlate/knight NPC dialogue: new dialogues for the soldiers after being sent on the theif capture mission | |
| Brian Aloisi | Scene: where Captain corners the thief, Kyle, fights him, and falls | |
| Brian Aloisi | Scene: Claudius arriving shortly after the captain falls and confronting Kyle | |
| Brian Aloisi | Scene: The final scene after Claudius defeats Kyle in battle (mostly a monologue) | |
