| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | Group | # | Category | Name | Description | Type | Location | Implementation | VFX / animation | Placeholder filename | Final sound filename | File source / location | Source License | Priority | Est hours | Status | Delivery | Resposible | ||||||||
2 | Levels | 000 | 15 | Total hours | ||||||||||||||||||||||
3 | 001 | MUS | Menu_var_01 | Main menu background sound track | Loop | Main menu | Level ambience | No present | None | High | 5 | Done | 6/18/2020 | Lisa Hendriks | ||||||||||||
4 | 002 | MUS | Explore_lvl01_var_01 | Ambient music that is playing during the duration of the levels | Loop | Level 01 | Level ambience | No present | None | Epic_Fantasy | link | Medium | 5 | Done | 5/26/2020 | Sander Vestjens | ||||||||||
5 | 003 | MUS | Explore_lvl02_var_01 | Ambient music that is playing during the duration of the levels | Loop | Level 02 | Level ambience | No present | None | Low | 5 | Not started | ||||||||||||||
6 | 004 | MUS | Fight_lvl01_var_01 | Boss level music loop | Loop | Bosslevel 01 | Level ambience | No present | None | Echoes_Of_Time_v2 | Audio By Kevin MacLeod | License | Medium | 5 | Done | 6/11/2020 | Sander Vestjens | |||||||||
7 | menu / UI | 005 | 14 | Total hours | ||||||||||||||||||||||
8 | 006 | UI | Button_press_var_01 | one shot | Menu's | Scripted | VFX assetlist | None | Medium | 3 | Done | 6/18/2020 | Lisa Hendriks | |||||||||||||
9 | 007 | UI | Button_hover_var_01 | one shot | Menu's | Scripted | No present | None | Medium | 3 | Done | 6/18/2020 | Lisa Hendriks | |||||||||||||
10 | 008 | UI | Slider_moving_var_01 | one shot | Menu's | Scripted | No present | None | Medium | 3 | Done | 6/18/2020 | Lisa Hendriks | |||||||||||||
11 | 009 | MUS | Menu_var_02 | Slight variation of the main menu background sound track for the pause menu | Loop | Pause menu | Level ambience | No present | None | Medium | 5 | Done | 6/18/2020 | Lisa Hendriks | ||||||||||||
12 | VFX | 010 | 18 | Total hours | ||||||||||||||||||||||
13 | 011 | AMB | DustBurst_var_01 | a burst of smoke | One shot | Smoke VFX | VFX assetlist | None | Low | 4 | Not started | |||||||||||||||
14 | 012 | AMB | DustTrail_var_01 | a trail of smoke | One shot | Smoke VFX | VFX assetlist | None | Low | 4 | Not started | |||||||||||||||
15 | 013 | AMB | falling_rocks_var_01 | rocks falling | One shot | Rock VFX | Scripted | VFX assetlist | None | Medium | 5 | Not started | ||||||||||||||
16 | 014 | AMB | RockBurst_var_01 | spawns a bunch of rocks | One shot | Rock VFX | Scripted | VFX assetlist | None | Low | 5 | Not started | ||||||||||||||
17 | 015 | AMB | RockExplosion_var_01 | high velocity rock spawn | One shot | Rock VFX | Scripted | VFX assetlist | None | Medium | 5 | Not started | ||||||||||||||
18 | 016 | AMB | PlatformSpawn_var_01 | spawns collidable platforms/pillars | One shot | Platform FVX | Scripted | VFX assetlist | None | High | 5 | Done | 5/26/2020 | Sander Vestjens | ||||||||||||
19 | 017 | AMB | Fire_var_01 | small fire effect for prop usement | One shot | Fire FVX | Scripted | VFX assetlist | None | Medium | 3 | Not started | ||||||||||||||
20 | Character | 018 | 19 | Total hours | ||||||||||||||||||||||
21 | 019 | FOL | Char_movement_Jump_var_01 | Player jumping sound effect | One shot | Player | Animation sync | None | Female_Jump_03 | link | Medium | 3 | Done | 6/16/2020 | Sander Vestjens | |||||||||||
22 | 020 | FOL | Char_movement_Jump_var_02 | Player landing sound effect | One shot | Player | Animation sync | VFX assetlist | None | Female_Jump_02 | link | Medium | 2 | Done | 6/16/2020 | Sander Vestjens | ||||||||||
23 | 021 | FOL | Char_movement_walk_var_01 | Player slow walking sound effect | One shot | Player | Animation sync | None | Concrete_Walk_1 | link | Medium | 3 | Done | 6/5/2020 | Sander Vestjens | |||||||||||
24 | 022 | FOL | Char_movement_run_var_01 | Player running sound effect | One shot | Player | Animation sync | None | Concrete_Run_01 | link | Medium | 3 | Done | 6/5/2020 | Sander Vestjens | |||||||||||
25 | 023 | AMB | Char_Damage_var_01 | Player damage from light attacks receiving sound effect | One shot | Player | Scripted | None | Low | 3 | Not started | |||||||||||||||
26 | 024 | AMB | Char_Damage_var_02 | Player damage from light attacks receiving sound effect | One shot | Player | Scripted | None | Low | 2 | Not started | |||||||||||||||
27 | 025 | VOC | Char_Voice_var_01 | Voiceline 1 | One shot | Player (Level 1) | Scripted | None | Low | 6 | Not started | |||||||||||||||
28 | 026 | VOC | Char_Voice_var_02 | Voiceline 2 | One shot | Player (Level 2) | Scripted | None | Low | 6 | Not started | |||||||||||||||
29 | 027 | VOC | Char_Voice_var_03 | Voiceline 3 | One shot | Player (Level 3) | Scripted | None | Low | 6 | Not started | |||||||||||||||
30 | 028 | AMB | Char_Death_var_01 | Player death sound effect | One shot | Player | Scripted | None | Female_death_01 | link | High | 4 | Done | 6/21/2020 | Sander Vestjens | |||||||||||
31 | 029 | AMB | Char_spawn_var_01 | sound effect when players spawns | One shot | Player | Scripted | VFX assetlist | None | Player_Revive_02 | link | Medium | 4 | Done | 6/17/2020 | Sander Vestjens | ||||||||||
32 | Abilities | 030 | 21 | Total hours | ||||||||||||||||||||||
33 | 031 | AMB | Char_RockSpawn_var_01 | Rock Throw: spawn location | One Shot | Spawn location | Scripted | VFX assetlist | None | Low | 2 | Not started | ||||||||||||||
34 | 032 | AMB | Char_RockSpawn_var_02 | Rock Throw: spawn rock animation | One Shot | Rock spawn | Scripted | VFX assetlist | None | RockSpawn_01 | link | Medium | 3 | In progress | Dennis de Renet | |||||||||||
35 | 033 | AMB | Char_RockSpawn_var_03 | Rock Throw:levetating rock Idle | One Shot | In front player | Scripted | VFX assetlist | None | Low | 2 | Not started | ||||||||||||||
36 | 034 | AMB | Char_RockShoot_var_01 | Rock Throw:Throw trail | One Shot | In front player | Scripted | VFX assetlist | None | link | Medium | 3 | In progress | Dennis de Renet | ||||||||||||
37 | 035 | AMB | Char_RockImpact_var_01 | Rock Throw:Impact | One Shot | At impact location | Scripted | VFX assetlist | None | RockImpact | link | Medium | 3 | Done | Dennis de Renet | |||||||||||
38 | 036 | AMB | Char_RockCrumble_var_01 | Rock Throw:Crumble | One Shot | At impact location | Scripted | VFX assetlist | None | Low | 3 | Not started | ||||||||||||||
39 | 037 | AMB | Char_PlatformSpawn_var_01 | Platform spawn: indicator | One Shot | At spawn location | Scripted | VFX assetlist | None | Low | 3 | Not started | ||||||||||||||
40 | 038 | AMB | Char_PlatformSpawn_var_02 | Platform spawn: spawn effect | One Shot | At spawn location | Scripted | VFX assetlist | None | RockGrowth | link | Medium | 3 | Done | 5/26/2020 | Sander Vestjens | ||||||||||
41 | 039 | AMB | Char_PlatformSpawn_var_03 | Platform spawn: ground platform spawning | One Shot | At spawn location | Scripted | VFX assetlist | None | RockGrowth | link | High | 3 | Done | 5/26/2020 | Sander Vestjens | ||||||||||
42 | 040 | AMB | Char_PlatformSpawn_var_03 | Platform spawn: wall platform | One Shot | At spawn location | Scripted | VFX assetlist | None | RockGrowth | link | High | 3 | Done | 5/26/2020 | Sander Vestjens | ||||||||||
43 | 041 | AMB | Char_Vision_var_01 | Platform spawn: magical vision | One Shot | Player | Scripted | VFX assetlist | None | Low | 3 | Not started | ||||||||||||||
44 | 042 | AMB | Char_PlatformBreak_var_03 | Platform spawn: crumble | One Shot | At platform location | Scripted | VFX assetlist | None | Medium | 3 | Not started | ||||||||||||||
45 | 043 | AMB | Char_PushBlock_Var_01 | Pushblock: moving on the ground | Loop | At the platform | Scripted | None | link | Medium | 4 | Done | 6/21/2020 | Dennis de Renet | ||||||||||||
46 | 044 | AMB | Char_PushBlock_Var_02 | Pushblock: Dropping the block on the ground | One Shot | Scripted | None | link | Medium | 5 | Done | 6/21/2020 | Dennis de Renet | |||||||||||||
47 | platform/puzzle elements | 045 | 0 | Total hours | ||||||||||||||||||||||
48 | 046 | AMB | Platform_Raise_var_01 | A magical rock moving from point A to point B | One Shot | At location | Scripted | VFX assetlist | None | Medium | Not started | |||||||||||||||
49 | 047 | AMB | Platform_Raise_var_02 | A rock raising from the lava | One Shot | At location | Scripted | Medium | Not started | |||||||||||||||||
50 | 048 | AMB | Elevator_Activation_var_01 | Rope and hinches pulling up a platform | One Shot | At location | Scripted | VFX assetlist | None | Medium | Not started | |||||||||||||||
51 | 049 | AMB | Target_Activation_var_01 | magical force emitting from target indication its activation | One Shot | At location | Scripted | VFX assetlist | None | link | High | Done | 6/17/2020 | Sander Vestjens | ||||||||||||
52 | 050 | AMB | PressurePlate_Activation_Var_01 | dust, rocks (pressed effect) | One Shot | At location | Scripted | VFX assetlist | None | link | High | Done | 6/17/2020 | Sander Vestjens | ||||||||||||
53 | enemy | 051 | link | 0 | Total hours | |||||||||||||||||||||
54 | 052 | VOC | Medusa_Damage_var_01 | medusa: Receiving damage loud cry of pain | One Shot | At location | Scripted | VFX assetlist | None | link | High | Done | 6/21/2020 | Sander Vestjens | ||||||||||||
55 | 053 | VOC | Medusa_Swipe_var_01 | medusa: Heavy swing towards the player | One Shot | At location | Scripted | VFX assetlist | None | link | High | Done | 6/21/2020 | Sander Vestjens | ||||||||||||
56 | 054 | VOC | Medusa_Swipe_var_02 | medusa: heavy impact at the impact location | One Shot | At location | Scripted | VFX assetlist | None | link | High | Done | 6/21/2020 | Sander Vestjens | ||||||||||||
57 | 055 | VOC | Medusa_Pertify_var_01 | medusa: Charging cry for the pertify | One Shot | At location | Scripted | VFX assetlist | None | link | High | Done | 6/21/2020 | Sander Vestjens | ||||||||||||
58 | 056 | VOC | Medusa_Petrify_var_02 | medusa: Beam like sound effect that represents that of the VFX | One Shot | At location | Scripted | VFX assetlist | None | link | High | Done | 6/21/2020 | Sander Vestjens | ||||||||||||
59 | 057 | VOC | Medusa_Death_var_01 | medusa: Beam like sound effect that represents that of the VFX | One Shot | At location | Scripted | VFX assetlist | None | link | High | Done | 6/21/2020 | Sander Vestjens | ||||||||||||
60 | hazards | 058 | link | 0 | Total hours | |||||||||||||||||||||
61 | 059 | AMB | Trap_Arrow_var_01 | Arrow traps that shoot arrows towards the player | One Shot | At location | Scripted | VFX assetlist | None | link | Low | Not started | ||||||||||||||
62 | 060 | AMB | Trap_Spike_var_01 | Spike traps that have a piece | One Shot | At location | Scripted | VFX assetlist | None | link | Low | Not started | ||||||||||||||
63 | 061 | AMB | Trap_Lava_var_01 | Lava boiling sound effect | One Shot | At location | Scripted | VFX assetlist | None | link | Medium | Done | 6/11/2020 | Sander Vestjens | ||||||||||||
64 | 062 | AMB | Trap_Void_var_01 | One Shot | At location | Scripted | VFX assetlist | None | link | Low | Not started | |||||||||||||||
65 | 063 | AMB | Trap_WallCrush_var_01 | One Shot | At location | Scripted | VFX assetlist | None | link | Low | Not started | |||||||||||||||
66 | 064 | AMB | Trap_SwiningAxe_var_01 | One Shot | At location | Scripted | VFX assetlist | None | link | Medium | Done | 6/4/2020 | Sander Vestjens | |||||||||||||
67 | Environmental | 065 | 0 | Total hours | ||||||||||||||||||||||
68 | 066 | AMB | Environment_PlatformCrumble_var_01 | Rocks rubble that is being followed by a falling sound | One Shot | At location | Scripted | VFX assetlist | None | Low | Not started | |||||||||||||||
69 | 067 | AMB | Environment_FallingRock_var_01 | rubble rocks falling down | One Shot | At location | Scripted | VFX assetlist | None | Low | Not started | |||||||||||||||
70 | 068 | AMB | Environment_Torchfire_var_01 | idle fire | One Shot | At location | Scripted | VFX assetlist | None | Low | Not started | |||||||||||||||
71 | 069 | AMB | Environment_Wind_var_01 | One Shot | At location | Scripted | Low | Not started | ||||||||||||||||||
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73 | 071 | 96 | Total hours | |||||||||||||||||||||||
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