| Target |
Actual |
| 3D & Mapping |
|
1. New open-space map with global lighting.
2. Custom objects for the level (plants, debris, etc) and new textures/skybox.
3. Several structures, NPCs, and objects added.
4. Custom shaders for heatwaves and bloom.
|
1. 7 brownstone tiles (walls and trim) with description strings.
2. 6 map object meshes, with variations: derelict car (x2), drivable car, barrel, tire, plant,
chainlink fence (4x posts and fence pieces).
3. Springhill map demonstrates capabiltity of creating a variety of structures with a few tiles,
and an outdoor/sunlit level.
4. Integrated bloom shader to soften shadows and blend screen image.
|
| Audio |
|
None
|
1. Three music tracks by Blaise included in the release.
2. New gunshot sounds for pistol, machine gun, and chaingun.
3. Example soundscape.
|
| Interface |
|
1. Over the shoulder perspective.
2. Inventory window opened with hotkeys that displays carried objects.
3. New HUD with a text box (displays events, descriptions), equipped item slot, and hotkeys
for windows (character sheet).
|
1. New load screen and main menu.
2. Draft of HUD and character sheet graphics, functional AP and Health meters.
3. Third-person camera perspective with corrected crosshair.
|
| Gameplay |
|
1. Demonstrate action points (AP) and continuous-turnbased combat.
2. Pressing key in range of the NPC opens a window with interactive functions (a close button).
3. NPC dialogue window contains branching dialogue (2-3 layers deep).
4. Items can be equipped, weapons must be equipped for use.
5. Contextual menu items have demonstratable effect on target object.
|
1. Combat system draft: action points + step based prototype, conventional firearms, wound system,
and basic melee functions in place.
2. Examine command displays description string for whatever is targeted.
3. Character statistics in place for player and NPCs, demonstrated application of skill % in combat
function.
4. Low-caliber pistol, shotgun, SMG, and chaingun technically implemented.
|
| Concept & Design & Management |
|
1. Assemble team.
2. Write design document + style guide.
3. Start website with forums and FTP space.
4. Design Springhill (prototype town).
5. Concept unique buildings of Springhill.
|
1. Website launch with gallery, downloads, and project backround.
2. Private forums, FTP space, and IRC channel #groundzeromod on Gamesurge.
3. Master design document draft.
4. Style guide started by lead concept artist; color and character sections drafted.
5. Visual production pipeline established and recorded on forums.
6. Production plan of iterative releases built around one new game system.
|
| Public Relations |
|
1. Announce project on forums + mod websites.
2. Make release by end of college winter break.
|
1. Profile established on Moddb.com, Prototype mirrored.
2. Informational threads on doom3world.org, polycount message boards, and cgtalk.com.
|