115 lines
3.9 KiB
Markdown
115 lines
3.9 KiB
Markdown
## BIG THINGS
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* [ ] BT1: NPC behaviour - chase logic **6h** @lyall
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* [ ] SIDE QUEST: make perception fade with distance @outfrost
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* [ ] SIDE QUEST: employee walking animation? @lyall
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* [ ] BT2: factory details @lyall
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* [ ] filler junk **6h**
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* [ ] NPC placement and paths **1h**
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* [ ] SIDE QUEST: one of the following **1h**
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* medium-size heavy factory machine
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* additional model (1 or 2) of shelf filler junk, like a bucket of small parts
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* hand trolley
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* [ ] BT3: transitions, settings menu, menu polish **4h** @outfrost
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* [ ] BT4: attach and test audio events and parameters **2h** @outfrost
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* [ ] BT5: set up each playable prop and place it in the factory **2h**
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* [ ] BT6: PLAYTEST **8h+8h** @everyone
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* [ ] BT7: attempt to make a factory building that isn't just kenney greybox textures **3h** @outfrost
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## the whole list
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* [x] movement, camera control @outfrost
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* [x] outer loop - spawning, finishing a level, progressing @outfrost
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* [x] overall building layout @outfrost
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* [ ] refined map design @lyall
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* [~] NPC navigation @lyall
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* [x] Navmesh Gen
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* [x] actual gravity on it
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* [x] change model to raycast boys
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* [x] rotate boys in velocity direction
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* [x] create scene patrol points manager
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* [x] add looping version to manager
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* [ ] NPC behaviour
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* [ ] State machine
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* [ ] chase
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* [ ] patrol
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* [~] NPC perception @outfrost
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* [x] see motion
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* [ ] see environment mismatch
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* [ ] see better when closer
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* [x] test a build
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* [x] linux build works
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* [x] attempt to unfuck mac build
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* [x] crawl up a wall
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* [x] it's still fucked
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* [x] crawl back down
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* [x] cry
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* [x] yep, still fucked
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* [x] get help
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* [x] thank linux gods for strace
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* [x] fuck apple fuck apple fuck apple fuck apple fuck apple fuck apple fuck apple fuck apple fu
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* [x] windows build???
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* props
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* [x] fluid tank @lyall
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* [x] cardboard box @lyall
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* [x] forklift @lyall
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* [x] shelving unit X2 @lyall
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* [x] manager's coffee mug
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* [x] tools
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* [x] bucket
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* [x] Hammer
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* [x] pipe wrench
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* [x] wrench
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* [x] screwdriver
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* [ ] something being fabricated
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* [ ] toolbox @lyall
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* [ ] re:placement props @outfrost
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* environment
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* [x] fire exit @lyall
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* [x] conveyor?
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* [x] large shelf rescale @lyall
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* [x] clean table @lyall
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* [x] clean small table @lyall
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* [x] box: both sizes @lyall
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* [ ] another big machine @lyall
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* [ ] some more shit to put on shelves and tables
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* [ ] buckets of small parts (literally could be small cylinders in an open box)
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* [ ] hand trolley
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* [~] work devices™
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* [ ] employee walking animation
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* [ ] transitions (game start, level failed, next level (next prop), game finished)
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* [ ] domestic pineapple juice @outfrost
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* [~] menu style and background @outfrost
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* [ ] settings menu @outfrost
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* [ ] keyboard menu navigation @outfrost
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* [ ] gamepad controls?
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* audio @grimma
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* [x] Godot: integrate FMOD
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* [~] Godot: set up PARAMETER_SCENE @outfrost
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* [ ] Godot: set up PARAMETER_DETECTION @outfrost
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* [ ] Godot: set up parameter LEVELCOMPLETE @outfrost
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* [ ] Godot: attach events @outfrost
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* [ ] `ALERT_NOTICED`
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* [ ] `SFX_JUMP`
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* [ ] `SFX_FALL`
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* [ ] NPC
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* [ ] ROOM
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* [ ] make sure the UI click sfx isn't gonna fall over
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* [~] FMOD: EVENT_MUSIC: MUSIC_menus/MUSIC_sneaky/MUSIC_noticed/MUSIC_spotted/ONESHOT_MGS-style-chase-alert
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* [~] FMOD: PARAMETER_SCENE in EVENT_1: MUSIC_menus vs MUSIC_sneaky
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* [~] FMOD: PARAMETER_DETECTION in EVENT_1: MUSIC_sneaky vs MUSIC_noticed vs MUSIC_spotted
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* [ ] FMOD: PARAMETER_DETECTION in EVENT_AMBIENCE_voiceover
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* [ ] FMOD: set up sidechain between MUSIC_noticed and MUSIC_spotted, and AMBIENCE_warehouse
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* [ ] FMOD: EVENT_AMBIENCE_warehouse: AMBIENCE_warehouse
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* [ ] FMOD: EVENT_AMBIENCE_voiceover: AMBIENCE_voiceover (note to self: scatterer?)
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* [ ] MUSIC_menus
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* [ ] MUSIC_sneaky
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* [ ] MUSIC_noticed
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* [ ] MUSIC_spotted
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* [ ] AMBIENCE_warehouse
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* [ ] AMBIENCE_voiceover
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* [ ] ONESHOT_jump
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* [ ] ONESHOT_UI hover
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* [ ] ONESHOT_UI accept
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* [ ] ONESHOT_mission-complete
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* [ ] ONESHOT_mission-failed
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