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Graphics
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Shelf textures 128 x 128, to be tiled
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Floor tiles 64 x 64
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Lighting & material properties.
Low Target (March 29, 5 days)
Progress report due.
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Graphics
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Texture-mapping.
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Shoppers
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Static cones with random distribution
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Movement
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Include constant gravitational pull from shoppers.
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Items
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Generated in fixed locations
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Represented by block extruding from shelves. Verne picks up item by colliding into it (the block disappears and the item is struck off the shopping list).
Desirable Target I (April 5, 1 week)
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Shoppers Move along walls with random choice.
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Vampire
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Enters when Verne has collected half of the items.
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Near-random directional choice.
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1.5 times Verne’s speed.
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Level over
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Draw the end screens for 3 possible outcomes:
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1) If he is caught by the vampire, Verne is dragged back to mansion.
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2) If he bites a human, his human rating plummets.
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3) If he successfully collects all items and makes it to the check-out without running into any shoppers or the vampire, his human rating sky-rockets.
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Sprites
Vampire.
Desirable Target II (April 12, 1 week)
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Level over
Code the relevant triggers to result in the outcomes above.
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Vampire
Line of sight element in place.
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Sprites
Shoppers.
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Controls
Time-dependent control: work in progress.
Alpha Release (April 21, 1 week)
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Controls
Time-dependent control perfected.
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Introduction
Finished.
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Shopping list Use sprites to keep track of items.
Optional:
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Radar Add overhead map for items and vampire warning.
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Items Random distribution.
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Gravity Time-dependent gravitational pull.
