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3 | Controls: Movement | |||||||||||||||||||||||||
4 | Prorotype ID | Name | Description | Who | Result | |||||||||||||||||||||
5 | 1.1 | Basic Input | - correctly trigger all possible button / control events - console output with Debug.Log() | DH | ||||||||||||||||||||||
6 | 1.2 | Basic Movement: Car Physics | - move MotionSim with car physics - use horizontal axis for steering - use gas / break pedal for accelerating / breaking | DH | ||||||||||||||||||||||
7 | 1.3 | Basic Movement: Aeroplane Physics | - move MotionSim with aeroplane physics - use horizontal axis for roll - use vertical axis for pitch - no pedal use | DH | ||||||||||||||||||||||
8 | 1.4 | Advanced Movement: Combining Car & Aeroplane Physics v1 | - check asset store for existing control scripts - first try scripting physics for plane / car combi - use horizontal axis for steering / roll - use vertical axis for leaning forward / backward mostly after jumps (control mass) - use gas pedal / break pedal for accelerating / breaking | DH | ||||||||||||||||||||||
9 | 1.4.1 | Advanced Movement:
Combining Car & Aeroplane Physics v1.1 | - optional variation using vertical axis (pulling control stick) for a speed boost - pushing control stick not supported - automatic leaning after jumps | DH | ||||||||||||||||||||||
10 | 1.4.2 | Advanced Movement: Combining Car & Aeroplane Physics v1.2 | - optional variation using vertical axis (pulling control stick) to change nozzle exhaust rotation for better air gliding / decreased rate of descend / increased flight altitude / decreased velocity - pushing control stick for less air gliding / inrceased rate of descend / decreased flight altitude / increased velocity - leaning while changing altitude | DH | ||||||||||||||||||||||
11 | 1.4.3 | Advanced Movement: Dual Throttle Control | - optional variation with pod-racer-like dual throttle control - each foot pedal controls an engine - breaking by pulling control stick - alternatively breaking by releasing both pedals (very likely uncomfortable) | DH | ||||||||||||||||||||||
12 | 1.5 | Advanced Movement: Refining Pod Racer Physics | - tweaking / improving physics to match the desired control - e.g side-drifting, etc. | DH | ||||||||||||||||||||||
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14 | Controls: Aiming | |||||||||||||||||||||||||
15 | Prorotype ID | Name | Description | Who | Result | |||||||||||||||||||||
16 | 2.1 | Basic Controls: Aiming (fixed) | - fixed aiming - forward vector controls aiming | DH (opt.) | ||||||||||||||||||||||
17 | 2.2 | Basic Controls: Aiming (dynamic) | - dynamic aiming - look direction controls aiming - crosshair is child of head camera - alternatively: crosshair has fixed z distance, x & y positioning through head camera raycasting onto a pre-defined invisible plane - optional: crosshair only visible when switch of control stick is turned on (shooting mode) to avoid distraction | DH (opt.) | ||||||||||||||||||||||
18 | 2.2.1 | Basic Controls: Aiming (dynamic) Alternative: Analog Stick Aiming | - optional variation - dynamic aiming - analog stick of control stick controls crosshair - very likely not fun to play | |||||||||||||||||||||||
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20 | Controls: Shooting | |||||||||||||||||||||||||
21 | Prorotype ID | Name | Description | Who | Result | |||||||||||||||||||||
22 | 3.1 | Basic Controls: How to shoot? Shooting Buttons | - using respective shooting buttons of control stick to control left / right guns | DH (opt.) | ||||||||||||||||||||||
23 | 3.2 | Basic Controls: How to shoot? Foot Pedal Shooting | - using respective foot pedal to control left / right guns - automatic spaceship accelerating | DH (opt.) | ||||||||||||||||||||||
24 | 3.3 | Basic Controls: What to shoot? Raycast Shooting | - using respective shooting buttons of control stick to control left / right laser-pistol-like vehicle guns - shooting using raycasting | DH (opt.) | ||||||||||||||||||||||
25 | 3.4 | Basic Controls: What to shoot? Object Shooting (cf. rocket launcher) | - using respective shooting buttons of control stick to control left / right guns - shooting rocket prefabs - shooting using rigidbody force | DH (opt.) | ||||||||||||||||||||||
26 | 3.4.1 | Basic Controls: What to shoot? Object Shooting Alternative: Throw Physics | - optional variation - using throw physics (e.g. for bombs, other obstacles, etc.) - shooting using rigidbody force at a certain angle | DH (opt.) | ||||||||||||||||||||||
27 | 3.5 | Advanced Controls: What to shoot? Hybrid | - using left shooting button of control stick to fire rockets - using right shooting button of control stick to fire laser / machine gun / | DH (opt.) | ||||||||||||||||||||||
28 | 3.6 | Advanced Control & Shooting: Merging everthing together | - merging best shooting technique & best aiming technique to create the perfect shooting control | DH (opt.) | ||||||||||||||||||||||
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30 | Objectives | |||||||||||||||||||||||||
31 | Prorotype ID | Name | Description | Who | Result | |||||||||||||||||||||
32 | 4.1 | Basic Game Concept Implementation / Basic Game Logic: Escape Racer | - player is flying with untested prototype of a new spaceship model from the NMY-Scientist's headquarter - competitive companies monitored NMY's plans and send bounty hunters in special enemy spaceships to destroy the prototype spaceship and ruin the company - as a great pilot, it's the player's objective to reach the 4th location of NMY on planet X | DH? | ||||||||||||||||||||||
33 | 4.2 | Basic Game Concept Implementation / Basic Game Logic: Chase Racer | - player is chasing enemy spaceships who stole the prototyping plans of a revolutionary spaceship model from NMY - it's the player's objective to destoy the enemy spaceships and recapture the plans | |||||||||||||||||||||||
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37 | Story | |||||||||||||||||||||||||
38 | Prorotype ID | Name | Description | Who | Result | |||||||||||||||||||||
39 | 4.1 | Story Sequencing: Intro | - game starts in custom designed futuristic NMY showroom (for details see prototype #6.7) - siren goes off - prototype spaceship drives to NMY Future Showroom's hangar exit - shutters getting pulled up (not necessarily shutters; cf. future atmosphere) - game starts | |||||||||||||||||||||||
40 | 4.1 | Story Sequencing: Intro Alternative | - game starts in NMY showroom - room wall opens as giant door, hizzing - spaceship flying to space - lightspeed warp to reach planet NMY-661 - prototype spaceship drives to NMY Future Showroom's hangar exit - shutters getting pulled up (not necessarily shutters; cf. future atmosphere) - game starts | |||||||||||||||||||||||
41 | 4.2 | Story Sequencing: Outro | - player reached 4th location of NMY - hangar opens - NMY-Scientists celebrate upon arrival | |||||||||||||||||||||||
42 | 4.3 | Story Sequencing: Enemy Arrival | - holograms on cockpit - scientist giving instructions - perhaps showing cinematic sequence on screen - alternatively display for rear camera the scientist is referring to - action / little panic | |||||||||||||||||||||||
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44 | Gameplay | |||||||||||||||||||||||||
45 | Prorotype ID | Name | Description | Who | Result | |||||||||||||||||||||
46 | 5.1 | Movement Constraints | - free movement on a pre-defined track - typical colliders with arrow texture to guide the player | |||||||||||||||||||||||
47 | 5.2 | Ramps | - jump + speed boost | |||||||||||||||||||||||
48 | Cliffs | - freefall | ||||||||||||||||||||||||
49 | Caves | - dark cave - increased obstacle occurance | ||||||||||||||||||||||||
50 | Enemies Chassis Obstacles | - rammed enemies lose chassis parts - player needs to avoid obstacles | ||||||||||||||||||||||||
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53 | Game Design / Assets | |||||||||||||||||||||||||
54 | Prorotype ID | Name | Description | Who | Result | |||||||||||||||||||||
55 | 6.1 | General Game Design Implementation | - foreign planet - terrain creation (perhaps using terrain creator / world maschine standalone app) - lakes - caves - plants - materials (Substance Painter + e.g. poliigon.com) | partly DH | ||||||||||||||||||||||
56 | 6.2 | Routing Implementation | - race track setup for environment | |||||||||||||||||||||||
57 | 6.2 | Refined Game Design | - VFX - post-processing - particle systems | |||||||||||||||||||||||
58 | 6.3 | Basic Player Vehicle: Motion Simulator | - correcting current model to match MotionSim | |||||||||||||||||||||||
59 | 6.4 | Advanced Player Vehicle: Futuristic Space Plane Style | - replacing model of MotionSim with final vehicle design | |||||||||||||||||||||||
60 | 6.5 | Basic Enemy Vehicle | - creating basic model of enemy space ship (no details needed) - could be primitives | |||||||||||||||||||||||
61 | 6.6 | Advanced Enemy Vehicle | - creating final enemy vehicle | |||||||||||||||||||||||
62 | 6.7 | Futuristic NMY Showroom Modeling | - location where game starts - features special room with see-through glass front where scientists work on the next innovation - sirens on the wall - several futuristic vehicles - holograms, etc. | |||||||||||||||||||||||
63 | 6.8 | Scientist Modeling | - required for intro sequence & overall concept idea | |||||||||||||||||||||||
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65 | UI /UX Design | |||||||||||||||||||||||||
66 | Prorotype ID | Name | Description | Who | Result | |||||||||||||||||||||
67 | 7.1 | General User Interface Design | - button design - pause restart menu design - HUD elements design | |||||||||||||||||||||||
68 | 7.2 | Intro Tutorial | - very short tutorial - explaining controls - explain game objectives - user tests - iterating to perfection | |||||||||||||||||||||||
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