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License: GNU General Public License v3.0
A single class shall expose a set of string constants (modeled as const string) of every single character's name, so these constants can then be reused by the various cut scenes.
Pressing escape once shall bring up a "do you really want to quit?" dialog.
Pressing escape again shall close the dialog.
The dialog shall feature an "Exit" and "Continue" button.
(See https://www.youtube.com/watch?v=OWtQnZsSdEU for tutorial on how to).
The settings page shall contain:
All sliders shall have a range from 0 to 1.
The settings shall be persisted on the users system (possibly use https://unity3d.com/learn/tutorials/topics/scripting/persistence-saving-and-loading-data as a reference).
The 'MainMenu' scene shall automatically play music once launched.
See 'Assets/Sounds/Music/Obsolete Technology of Feelings' for current temporary music that is to be used.
The music shall be adjusted in volume according to the 'music volume' and 'general volume' slider, as created by #15 or even not play at all, if either of these values has been set to 0.
A unity particle system shall be created that shows a small explosion of a missile/rocket by a pds projectile.
See https://youtu.be/fBgjS_xQWXM?t=30s for reference.
The finished prefab shall be placed in the 'Prefabs' folder.
Create an effect that shows the (successful) detonation of a missile when it could intercept its target (or missed and caused detonation anyways).
The explosion shall be a bright flash with some particles sprinkled in between (see https://youtu.be/fBgjS_xQWXM?t=1m30s).
The result shall be a ready to use particle system, stored in the 'Prefabs' folder.
Decide upon what the first playable mission shall be about.
The outline shall include:
The result shall be placed in the story folder.
Rockets fired at the player's ship (or his allies) are already marked on screen with an appropriate symbol, however we're missing an auditory signal as well.
Introduce submarine like sonar sound (e.g. movie "Red October") that increases in intensity the closer the missile gets (it should probably depend on time to arrival).
The health of all units is to be displayed in the UI as an overlay at the unit's screen position.
Currently, the main menu uses a default unity design for the main menu.
A simple custom design shall be implemented that is used for both the main menu and in the game itself.
Create a list of ranks for the "Asteros" (e.g. player) faction.
The list should include at least 8 ranks, some of which are to be used in the dialogue of the intro scene (Issue #6).
The list shall be placed in the "Story/Asteros" sub-folder.
The intro (as described in 'Chapter 0 - Intro.txt') shall be realized in Unity in the 'Demo' scene:
The player's main ship shall be placed inside the hangar. Light sources must be present inside the hangar.
A proposed cut scene shall be developed that includes camera cuts from various angles, as described in the script.
Launching the 'Demo' scene shall automatically start this cut scene. Once the animation is finished, the current main camera shall simply remain stationary.
Decide on a (non-final) name for the 2nd faction that is encountered in the demo.
It will probably serve as the primary antagonist in the demo.
Write up its history and place the result in the story folder.
Currently, the main menu doesn't do anything but look pretty (sort of).
It's exit button shall close the application and it's start button shall load the Demo scene (Assets/Scenes/Chapters/Demo.unity) (and hide the main menu).
Write a script for the entire mission.
Introduce a specific component "CameraTransform" that renders an arrow into its forward direction (so it is always visible in the editor).
Introduce simple actions that teleport (i.e. introduce a cut) the camera to a specified CameraTransform.
These actions are to be executed by CutSceneController.
IntroCutScene (and all other) shall expose these CameraTransform as fields so they can be assigned via the editor.
It shall then insert these actions into the list of actions.
Evaluate whether or not unity cloud build is suitable as a CI platform.
See https://unity3d.com/services/cloud-build
If it's not, are there alternatives?
Fix all current build warnings.
Build with warnings as errors (both local and cloud build).
The first of the major factions in the game shall be named and a rudimentary history shall be written up.
This faction is meant to be the player's faction.
Place the result in the Story folder.
The current state of the Farragut mesh isn't finished yet: There are highly detailed areas and several areas with missing details / no greeble yet.
The end result shall be a mesh of acceptable quality and equality distributed detail.
No texturing needed yet.
The goal is to find a list (at least two) of possible central themes of the game.
"What should the game feel like?"
Examples: On the surface, Battlestar Galactica is about survival of the human race and enables the viewer to feel hunted. Humans are literally restless and must go on and on.
Should Taleon feel the same? Or should we chose a different theme?
Discuss, create a list of possible themes and write up consequences that result from each theme.
Introduce a new component "HealthComponent" that keeps track of an object's health.
It exposes the following fields:
The component is to be added to the player's ship and the missile prefab.
Create a prefab game object that models a rotating "emergency" light. See the following video for reference: https://youtu.be/YzWFGb9C_VM?t=2m
The configuration of the light shall be exposed with a single component using the following properties:
The light itself shall be a cone light.
The final prefab is to be placed inside the "Assets/Prefabs/" folder.
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