Wednesday, October 2, 2013

The Kill List

Getting very close now.

We got FLOX back up & running this morning. Online should be in a good state again, which is nice for testing.

Still playing around to build a better Pinch/Zoom. Matt has tried two different ways that worked wonderfully on PC, but lagged on device. Curse you mobile devices for not having enough RAM... Going back to what I had built & trying to tweak from there.

Put an "End State" into the game. When you complete the final level the credits pop up, thanking you for playing. Kinda wish we had created some kind of narrative structure so that it was more rewarding, but we lost that opportunity a long time ago. Pathogen is very strictly a game system, yes its pretty, but its not pretending to be anything its not. An honest system is not something you find very often, instead most developers attempt to shoehorn a story into a game that doesn't need it/gets in the way. Though I can kind of understand why now. Live & learn.

Here is what our kill list is looking like at the moment. Its a little messy, but we don't have to be that organized since its just Matt & I at this point in time.

Pathogen Checklist

To Do:
  1. Facebook & Twitter Icons
  2. Graphics critique pass on Online
  3. Final Music & SFX
    1. Music
      1. Menu Soundtrack
      2. Ingame_01
      3. Ingame_02
    2. SFK
      1. Selector sounds
      2. Expanded Cascade
      3. Win/Loss Condition
  4. Complete the Zoom Feature
  5. Swap out Achievement Text
  6. General Optimization
  7. Loader
  8. Temp User Icon
  9. Achievement Icon - 512x512
  10. Game Center Icon w/o BG
  11. “Rate This App”
  12. Add Push Notifications
    1. Your turn
    2. Game invite
    3. Game Over
  13. Fix Rendering of Dot Lines on Campaign screen
  14. Add back button to campaign sublevels | Necessary?
  15. Trigger an End State on campaign
  16. Update iTunes Connect w/ New Screenshots (4, 5, iPad) & Icons
  17. Change over iTunes ownership to Gamblyr
  18. Change over FLOX ownership to Gamblyr
  19. Change over UrbanAirship to Gamblyr
  20. Invites only to players who have Pathogen
  21. Redesign Level 3 (Locked Down)
  22. Redesign Level 5 (The Nuclear Option)? | Change AI difficulty first
  23. Cells get permanently stuck with a White Flash in some tutorial levels
  24. AI is playing a turn after Victory condition is met
  25. Alignment Problems with Completing a level on medium difficulty.
  26. Ai is too difficult on Medium & Easy settings
  27. Capture Zone Optimization
  28. Lengthen the gap between when a player's turn ends & the AI’s begins
  29. AI’s should not be able to earn players an achievement
  30. Players should win tie games in the campaign
  31. The achievement for completing a “world” is being triggered after any level is complete.
  32. AI ran out of valid moves, stops game progression
  33. Retrying a level does not properly dispose of data?
  34. More useful Error Screen when connecting to online
    1. No Online connection
    2. Not signed into Game Center.
  35. Align Cell Selector White Flash
  36. After click on map in Game Setup, highlight Next button. Do same on Player selection after pick a player?
  37. Double check functionality of Erosion Zone, Player cells disappearing after the zone has opened up?

Known Issues:
  1. Gap in Victory Screen rendering on HD iPADs
  2. Graphics issue with text display/formatting on iOS
  3. Large player created Maps difficulty loading
  4. Clicking on Online Play will sometimes drop you into a floating background for an extended period of time due to server/internet connection speed.

Other Tasks:
  1. Play through entire campaign
  2. Test Achievements
  3. Website Adjustments
  4. New Trailer

Additional Features:
  1. Challenge Your Nemesis? - set up structure.
  2. Show who you are Dominating? functionality built. just need to know how it should look
  3. Change layout of Post Game screen? Put Graph & Pie chart on the same screen? | REJECTED
  4. Hints? On how to succeed in the game?

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