Please refer to https://drive.google.com/#folders/0B14FG4S3JgjVUDhSZ1llcDJfeTQ for documentation.
Final release found at http://www.cs.utexas.edu/~gamedev/spring2014/Waterford/Runners.html
Crucible Video Game
Home Page: http://www.cs.utexas.edu/~gamedev/spring2014/Waterford/Runners.html
Please refer to https://drive.google.com/#folders/0B14FG4S3JgjVUDhSZ1llcDJfeTQ for documentation.
Final release found at http://www.cs.utexas.edu/~gamedev/spring2014/Waterford/Runners.html
Characters fall through moving platforms. Find fix.
-physical object moving through space
-brighter + color-specific hearing radiuses (yellow when he's searching and it goes over you)
-surface shader should affect even things in the background + the main character + the pipe that babybot is on
This issue may be gone? At the least, haven't been able to replicate it in a while.
Also, when you let go, you should be able to grab it again by pressing up. Also, confirm that you enter the center of the pipe when you grab it.
Create and Attach ObjectPoolManager to GameManager. For each type of object pooled, have Pool**** child game objects. Objects to pool: soundevents, visionmasks, and hitboxes. Consider doing a search for all "new GameObject()" and all "Instantiate()" calls.
It still keeps popping in and out. Take a video and ask the stormy toolkit developers for assistance.
Make it so that some walls can only be approached and jumped on from either the left or the right (based off name).
Sometimes you won't grab onto them?
Since you get pushed on the z-axis.
Effect is desired as a means of letting the player know when they are making noise.
Picked up spark plug, but it had blank image in weapon wheel, and tapping the weapon image on the phone made it work. Need to reconfirm issue
The player can lure Olympus to the far right, and then the holo-shield disappears, which then allows the player to skip killing that Olympus.
This might be a non-issue, but will keep it up until it is stress-tested.
Solution may involve calculating collision normals and instantiating SensorMasks as appropriate.
If an enemy punches and this backs you up against a wall, Newman's character will go into the wall.
Takes a while for you to wall jump. Might have to press for another jump two or three times before it works.
Also, can't press down for you to get off the wall.
This animation is still happening at random times. Make sure it happens when it's supposed to.
2 - 433 = Sneak Idle
433 - 472 = Standing jump
472 - 520 = Sneaking
520 - 567 = Directional Sneaking Jump
I also had the idea that if there is an enemy nearby and you're not moving your character should automatically go into the sneaking idle (as if the in game character hears/sees the enemy). Perhaps he can be walking otherwise and sneaking when you can see the hearing radius of the enemies. Another visual cue to whether or not you should be running/sneaking.
We suspect this bug happens when there are 2 ledges in the same spot. Look through all the levels to confirm, and then find a solution.
This is actually significant....
Have Olympus shoot forward, and have sparks flying everywhere.
Olympus can apparently still move during the stealth kill. This can apparently cause: Line 187 of PlayerCharacterAnimator [GameManager.Inventory.TryRemoveAmmo (GameManager.Inventory.CurrentWeapon.Type, 1);] can give null pointer. Maybe make sure that weapon/inventory cannot be changed in addition to stopping all character movement.
-PlayerCharacter Ragdoll
-have sound effect for when he crashes into things in ragdoll
Introduce a generic "Any" button in the Player Input class to accept these messages.
Have the red "hurt" vignette always appear on death.
An image or message should appear letting the player know to respawn.
(it jumps up when it should be sideways); debug might be related to landing state
Backflip doesn't happen
Set up zones at run-time, and getRandomSearchpoint should be limited to zone.
Thomas's roommate supposedly left the scene at the very beginning of the game. Nelson may have replicated by falling through the hole beneath the ropes somehow.
Determine cause of decrease in framerate and mitigate.
Have arrows/Circles appear around sneak zones as appropriate.
Not much needs to be done, just make it get to the same ledge before attacking.
Whenever he would turn around, have him stop instead and pull out the idle animation for a bit. Have head indicate where he's going next.
Make his head indicate where he's going on a per-node level whenever he is moving.
Make him not punch until he's close enough. Also, make him punch up when appropriate.
Make him remember sounds (And therefore stay in the search state) for a far longer time frame.
Have a little image of the item appear over it when the player gets close enough.
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