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Key:
Completed=Green
Still needs to be done=Red
Rough map design:
The rough map design will consists of a rough idea of the layout of what my game could look like but it will change. The rough design will also consists of textures of materials that are placed onto the designed models of the walls as well as the floor. This will allow me to test to see what I like more and what I don't like.
Create a few objects that will be implemented in the later basis:
For this part of the process of my check list, I then except to get a few objects created in blender and ready to be used in my game in the later stages.
Character model:
The character model will be downloaded from Unity Asset Store which will provide me a character model skin of my liking.
Player controls (third person view):
For this part of the process, I'll be using the pre made character third person controls that Unity supplies which will then allow me to change anything I want to it. For instance the crouching, jumping and running.
Player animation:
For this part of the process, I'll be downloading a few animations from a website called Mixamo where you can get a variety of animations and character skins which can be used into Unity.
Player death animation in Blender:
The player will have a very unique type of death animation where the model of the character will be fractured into pieces rather than playing a death animation.
Player death animation:
The player death animation will happen as soon as the player collides with the AI's collider fist, the player will shatter into pieces.
Player top down camera view:
The player will have a top down view perspective when playing the game, allowing the player to see inside certain rooms and the surroundings.
AI character model:
The AI model will be downloaded from Unity Asset Store which will provide me with a suitable character of my liking into Unity.
AI animation:
Unity provide an AI animation pre made where I can then change to what I would like to have to my liking with the additional downloaded animations from Mixamo.
AI controls:
The AI is going to have a detection system in which once its activated, the detection system will trigger the AI to chase down the player which it is its target.
AI punching and destroying the player model:
For this part of the process, I will be having the AI to have a collider on its fist where once collided with the player, the player would then shatter into pieces.
Game Over screen/ You Died screen:
For this part of the process, I'll be creating a Game Over screen as soon as the player is shattered into pieces, allowing the player to restart the game.
Particle effect for death:
Once the player dies upon collision with a death collider, a particle effect of smoke or similar to it will play to make it more appealing.
AI line of sight view with a walkable set path:
The AI is going to have a line of sight view when if the player is seen from the AI's view point, the AI will run towards the player. The AI will also have a set path route so that the player can walk around the AI if needed.
Player detection system when triggered from a trap(Cameras and lasers):
If the player accidentally walks into either the cameras line of sight it will make the AI that is charging at an idle state into attack mode. The lasers will destroy the player if the player character walks into it.
Pick able key card:
The player's objective is to collect the key card in order to proceed to the next level. The player will have a function in order to to be able to collect the key card and once collected, the locked door will be open.
Trap:
The player will be able to interact with a button which will then allow the player to deactivate the crane which will make the object fall..
Start re designing my layout of the map:
This part of the process is when I'll be starting to improve the design to what I would like it to look like. The design of the map will also be completely laid out and designed with the correct textures and necessary objects and effects.
Footstep sound effect:
The player will have footstep sound effects everytime the feet of the character hits the ground. This will give extra detail towards my game.
Music:
The player will have background type music that helps to set the stealth atmospheric feel with an additional music switch up whenever the player has been seen which will change to more of a chase music.
Pause menu:
The pause menu will then be added and is going to help pause a game at any stage of playing. The design of the pause menu must also suit the theme of my game in order to be pleasing for the players perspective.
Player parkour death triggers:
The player will be faced with a few parkour situations however, if the player manages to fail the jumps, the player will enter a death barrier collider underneath the gap.
Main Menu:
The main menu is going to play a big part for when everything else in my game is fully working. The main menu is going to hopefully have some animated/ live background of a sneak peak of what the game looks like in order to make it look intriguing for the player to see.
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