Project Plan: Wildboarders (2006)

Current project plan status for WildBoarders. Ones turned green are the ones that are completed. I hope to use this to guide me through the process of actually finishing the game. It’s easy to avoid the ‘grunt’ work and try to do something fun instead, but as a whole your project could not progress very far. So I’m doing this to help remind me of the work that needs to be done, in hopes of getting enough time to implement the fun ‘polish’ stuff. Alot of things are already done (like physics, input, basic GUI framework, etc) and I chose not to include those in this list since they are already complete.

  • UI
    • Main Menu graphics
    • Main Menu functionality for each button.
    • Options Menu
    • In-game HUD
    • Level Select Screen
    • Character Select Screen
    • Intro splash screen(s)
    • Pause Screen
    • How to Play screen
    • Loading Screen
  • Art
    • Level – Night
    • Level – Evening
    • Level – Day
    • Level – Cloudy
    • Level – Aurora
    • Character poses (Switch)
      • Stance
      • Grab
      • Tail press
      • Nose Press
    • Character poses (Indy)
      • Stance
      • Grab
      • Tail press
      • Nose press
    • Exclamation words for the speech effects
      • ‘Yaaay!’
      • ‘Wooohooo!’
      • ‘Ommph’
      • ‘Weeeeee’
      • ‘Yippiee!’
      • ‘Whoooaaa!’
      • ‘Owie’
      • Flip!
      • Thud
      • Smack
    • Graphics for the UI (buttons and backgrounds)
      • Main Menu graphics
      • Character select graphics (2 character select/unselect poses)
        • Indy’s Select Pose
        • Switch’s Select Pose
        • Indy’s Unselect Pose
        • Switch’s Unselect Pose
      • Loading screen
        • Inking the backgrounds
          • Snowman
          • Broken Home
          • Grizzly Bear
          • Cliff Jump
          • Flat Terrain
        • coloring the backgrounds
          • Snowman
          • Broken Home
          • Grizzly Bear
          • Cliff Jump
          • Flat Terrain
      • another pass on in-game hud.
        • score
        • timer
        • speed
    • Graphics for splash screen(s)
  • Sound
    • Sound for the exclamation speech effects
    • board on snow sound
    • wind sound for flying through the air
    • get approval from Paul on using his band’s music
    • UI clicking/selecting/moving sounds
    • jumping sound
    • grabbing sound
    • tail-press skid sound
    • nose-press skid sound
    • crowd cheering
    • kids laughing
    • cameras flashing
  • Gameplay
    • Custom XML Objects
      • Finish line at end of level
      • starting point
      • trigger areas for hidden bonus jumps/gaps
    • timer for levels
    • boost for landing tricks.
      • Implement a ‘trick detector’ for detecting flips, grabs, and presses
    • points for tricks
      • flips
      • grabs
      • tail/nose presses
      • grabbing ‘items’ from mid-air over ramps
      • big-air
    • reset on fall
      • on mis-grab
      • when fall on side/head
      • when fall off map
    • modify player physics polygon to have slants in the shape to allow tail/nose presses.
    • add events to collision response to determine if player is in the air or not.
    • Add dual key support to XGameInput to allow for keyboard support. (could I have 2 input managers wrapped into a class?) – probably drop XGameInput and do custom input manager.
    • Particle-like behavior for the exclamation words that are generated for the player
    • +Points pop-up over player’s avatar when they land a trick successfully.
    • player state machine to drive the animations.
      • grabbing
      • tail press
      • nose press
      • stance
  • Editor
    • Add custom objects (xml)
      • Add GUI for creating new objects
      • add GUI for choosing a custom object to insert into map
      • add implementation for custom object creation
      • add implementation for custom object insertion into map (saving + loading xml included)
      • Custom Objects for WildBoarders Maps:
        • Finish line
        • check points
        • starting point.
    • Import tile sets
    • layers need to actually work (swapping included)
    • make a C# image decomposer for tile sets.
    • layer support (make entities hold layers on save)
  • Rendering
    • Add verlet-based cloth to characters
    • snow fall sprites
    • cap the camera bounds to map.
    • scrolling cloud cover.
    • scrolling mountains
    • scrolling immediate background
    • move draw code to inside of Scene2DNode
    • refactor camera to be a basic translation camera (simply maintenance).
    • add basic drawing exclusion based off a rectangle overlap.
    • basic scaling + zooming out so I can actually see the map!
    • parallaxing
  • Misc Coding
    • Port to XNA Beta 2
    • Adjust Camera position
    • Reset player state if player releases grab
    • adjust min/max calculations to include AABB from physics.
    • Clean up pipeline settings.
  • Polish (If Time)
    • in-game tutorials
    • Shader-based rendering
    • motion blur shader support
    • bloom shader support
    • shader based particles (snow flurries and powder from riding)
    • Global high-score list (component)
    • Camera zooms out on jumps to give player view of landing
    • bonus multiplier points for combinations of tricks. (ie big-air backflip grab to tail-press)
    • menus transition by bouncing in/out (ie from main to character select).
  • Optimizations/debugging
    • Fix memory leak from level changing
    • Reduce memory requirement.

Notes:

– After some testing of importing the map assets I am going to need to tile the larger pieces in the editor. This means I’m going to need to code some macro management of tilesets for easy moving.

– Priorities right now are scaling, parallaxing, and layers.

– Followed by implementing custom xml objects.
– Then implementing the screens (new main menu, character select, level select).

1 comment

Leave a Reply

Your email address will not be published. Required fields are marked *