Tale of Tales - 8 - scenario database on 16 October 2002
Notes: Project: Prototype A1:
Prototype A1
Alpha1 WISHLIST ToDo 20020927 Test

PRIORITIES:

FIX:

-put clickspot on floor (after correcting collision with wall; correct collision with floor: drop)

-click on open door should _always open door/closed door should only be triggered once

-only show cursors (dor doors, spells, etc) when object is visible (maybe use 3Dcursor wall collision for that)

-rotate camera when cursor is at edge of screen: rotate only heading but keep pitch!

EXTRA:

+people in place + obstacle objects

+new lightmap with people in place (+ diffuse light)

+readout for framerate

-add some atmosphere sounds (sleeping)

-try and solve coming-close to edge jitter problem

-make doors recognizable as doors

-Make a setting table animation (even if only rudimentary)

-add some motion to sleepers (with one or two Quest bones perhaps)

-volumetric beams in FoDiRo

-some more objects to pick up and drop (make sure interface for simultaneous drop & pick works)

-new girl model (mesh + animations/just mesh?)

-test interface for turning pushing off

OTHER:

-girl should look at obstacle before/while she finds her path around it

-avoid things when coming

-Make sure that things that get pushed off the "floor" can still be pushed on its border.

-if significant rollover: girl looks at object/door/spellobject

-interface for put girl at tarpos immediately and change camera angle to look at her ?

-if camerapos is behind wall, pos is corrected to get closer to girl; but if camera and girl are too close (ie if

girl is close to wall), camera should find new pos

-cursor for "going to spell" (+ glowing object e.g. and/or preparing her spell?)

-cursor for "I refuse, it's too difficult" when failing to find a path

-glow for significant models

-define place of sun: same for dynamic girl shadow as for static light map

-find blend mode so that light map & dynamic shadows are at least the same color/tint

-add followcam mode for the liefhebbers? (or will this destroy the atmosphere?)

OPTIMIZING:

-replace all DX8 Motions by simple Matrix channels

-remove Material vectors when setting are done

-replace envelopes with values when envelopes are not needed