Technical constraints based on “10 amendments of GP1” (see slides) Menu: pause, exit, start, controls: Present Start-up splash screens: DAE + game title: Not Present Pause mode: Present Played with a standard controller AND keyboard: Present Build for PC and Web based Build: Present Control scheme (gamepad vs mouse/keyboard) “printable shortcut info sheet” Breakdown of all interaction that has to be programmed (this includes player movement, HUD, menu, … ) Player Movement( left joystick, WASD ): Present Looking ( right joystick, mouse): Present Player Infection/action (RB, E): Present HUD: Present, still being worked on Menu with controls: Present Pause Menu(start): Present Radial Menu(LB, Q): Present, not all nodes active yet Activating Upgrades( mouse on Radial, joystick on radial): Present Increasing Difficulty: Not Present Defeating Enemies: Not Present List programming guidelines Naming conventions (within code, camelcase, …) English Plenty of comments to clarify code for teammates Public members: CamelCase (public int UpgradeCost = 50;) Private members: _camelCase (private BloodCell _closestCell;) Functions: CamelCase (Vector3 GetClosestVirusPosition()) Local Variable: CamelCase( float InsctanceCounter) Folder structure (art and code) Assets Editor Fonts Materials Meshes Prefabs UI Scripts UI 2014 - 2015 www.digitalartsandentertainment.com ShaderForge Standard Assets Textures UI Turbulence-Library File naming conventions (art and code) Logical Names CamelCase Breakdown into game objects Planning ahead Highlight the items you don’t know how to implement at this moment (define possible bottlenecks) Increasing/ Balancing difficulty Relative scale Dangers Adding new Abbilities Highlight the items that are of utter importance (priority order) Increasing/ Balancing difficulty More Enemy Interaction High level design overview (code wise) 2014 - 2015 www.digitalartsandentertainment.com
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