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- Frogatto Release Tasks
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- ☐ Content Creation
- ☐ Shadow mechanics
- ☐ Make a few enemy variants that respond to light/shadow.
- - Redo a variant of the mosquitos as moths?
- - Make a bat which wakes up in the light.
- ☐ Make some puzzle mechanics around ligthing.
- ☐ Light-reactive switch
- ☐ Light-once switch
- ☑ Dark, unnavigatable shadow
- ☐ Particle Effects Upgrade
- - Enumerate these.
- ☐ Boss improvements
- ☐ Moth boss
- - Current rating: C+ / B
- ☐ Mushroom boss
- - Current rating: D- / B
- - Note: Start playthrough testing.
- ☐ Item system
- ☐ we need to finish off the remaining bits of our item system; probably the last few bits are that we could stand to have are:
- ☐ a good visual explanation of our "element" system
- - I'm thinking of actually representing the "elemental" aspects you've unlocked (i.e. fire, acid, arcane, etc) in the menu, explicitly.
- ☑ Remove blue rectange from automap
- ☐ Make sure prospera's shop is reliably populated.
- ☐ Make sure we've got a decent treatment in the user menu for all the trophies you've picked up.
- ☐ Ability polish
- - Taking our abilities and actually working them into enemy designs so that particular hero abilities work really well in certain situations.
- ☐ Story segments
- ☐ A reprise of the airplane boss (where Ralph is piloting the plane) right before milgram would be excellent.
- ☐ There are a few emotional/narrative beats we need to work on.
- - Enumerate these.
- ☐ Graphics enhancements
- ☐ We can essentially do to them what we did to the dungeon walls - a little perspective and a little texturing will probably make them look dramatically better without needing to gut everything and replace it.
- - Cannonbreed ought to be able to help us with that house graphics stuff.
- ☐ Finish off the forest house interiors; we've basically "prototyped" the graphics set by using it for Prospera's house - but we need to roll this out across all the other forest houses.
- ☐ Testing & QA (after content created)
- ☐ Playthroughs
- ☐ Bugfixing
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