Welcome!

CONGRATULATIONS!
Congratulations, Infinite Fermata, on a job most excellently done!

T-Minus
TODAY, SUCKAHS! Get ready for it!

5.8.2007: RENOWN CHANGE: We late night programmers weren't sure, and couldn't find the info on the wiki (sorry if we didn't do a thorough enough search), but we decided to make the renown values go from 1 to 5 rather than 0 to 4 because we thought it seemed more logical. -Ben

5.7.2007: TOUGHNESS CHANGE: Toughness, since we can't get bumpiness on the Zyk model, will now be a transparent sphere shield which appears when the zyk tries to push a boulder or is rammed by a Sulger. It will instantly appear, then fade out. It only appears if the player has a high enough level when the push or hit by a Sulger occurs.

Name o' the doctor: Doctor DeMineur DeMinor

The Planet Name: Oquiphin

Compiling a List Of Things Which Must Be Done
(No correlation to order of importance I don't think)

- Fix major slow up when zyk is on surface of water, possibly because of splash particles (see first level) (Nate)
- Add Zyk gender choice (Ben)
- Finish tutorials (music lab, others) (Ben)
- Fix the flukes in the end of level screen (previous renown, extra session calculation is bad, etc) (Ben)
- Fix the bug where each level restart slows things down more (Kevin)
- Find out what is wrong with the Forest music wav (can't be imported by XACT, though all others can) (Chelsea and Ben)
- Figure out correct sizes for creatures (Chelsea and Kevin)
- Add neato mosquito cheat with the all breakable level tiles (Ben or Kevin)
- Fix the Zyk name input bug for new game (cannot move back to change zyk name in new game sequence) (Ben)
- Fix the "crests" that appear on Zyk when wings are too big (Robert)
- Get pictures of creatures in the memo screen (need shots of monsters for this) (Ben)
- Change theme to be based on base note and not hard notes (allow for changing theme with changing key) (Ben)
- Change music lab instrument based on current stage (Ben) (May need nice choices, though way to do it is in there)
- Add apostraphe to the bitmap font (Ben)
-Correct incorrect dot locations on Overworld map (Sascha)
-Have useful info about levels displayed upon hovering in Overworld map (Sascha, may need Melissa's help with art)
-"hover" versions of the Overworld map buttons (Melissa) - We're just going to do this codely instead of independent images.

-Collision detection figured out (Gordon)
-Zyk Sneakiness (working in lab again, though not yet levels -Ben)
-Zyk Toughness (Sascha doing with the shield)
-Finalized menu screens (Melissa for Art, Ben for implementation)
-Working website (Chelsea for implementation, maybe art, maybe Melissa)
-Sounds implemented
-Blinking beacons (Gordon)
-Introduction IE Handling "New Game" (Melissa/Ben)
-Zyk animations implemented (Kevin?)
-Enemies + Animations (Robert)
-Play testing (ALL)
-Fix Zyk's Eyeballs (Gordon)
-Particle effects implemented (Nate)
-Maps (Aaaaaaaaaaah) (Chelsea?) Melissa, do you mind putting the IRAIL facility on there somewhere? This will be how the player can access the tutorial levels -Ben
-Manual printed & pdf (Melissa for layout, Chelsea for content)
-Final buttons (Melissa/Ben)
-Finish levels (Chelsea/Anyone else who wants to dabble in this divine art)
-Loading Zyks (Ben?) (done, I believe, with the profile loading. -Ben)
-Boulders in level editor (Nate)
-Boulders/breakable tiles in levels (Sascha) -> Reassigned to Gordon since I'm not going to try to divine how collision detection works (I'll help, though)
-Water in levels (drawn, but swimming isn't working)
-Making Swimming work (Kevin)
-Beacons in levels (beacon locations are most likely wrong in level info)
-Make beacon locations right (Sascha)
-Adjust size/dimensions of levels
-Fine tune music lab (Ben)
-Find way to display tempo in music lab (Ben) (EDIT: What do you mean? like just a pulse for it, or like the tempo rate? -Ben) Just any sort of visual cue about where the beat is.
-Little Graphics for particle effects (Melissa)
-A "fill" utility in the level editor
-Special sequence recognizer in music lab (for special abilities) (Ben)
-Special abilities (aka particle effects!) (Nate)
-Tutorial levels implemented (Kevin/Ben?)
-Poster for the Showcase (Robert/Melissa)
-Games for people to take home? ?? ?????? …. ? (All)
-Memos (XML? Writing them) (Ben/Chelsea) <— just get these working properly in game :) Almost there!
-Foggy Clouds (Gordon)????
-Victory/Defeat tune for level completion/failure (Chelsea)

Particle Effects
FLower petals — flutter behind Zyk when he has ultimate speed/sneak
Air bubbles — bubble up from the Zyk or any enemy/moving object underwater
Music notes — appear from the speakers
Snow/Rain — randomly occurs in levels
Rainbows — launch from the Zyk when he has ultimate attack/ferocity
Glitter from wings — appear when Zyk has ultimate jump/dive
Glitter in general — pops up when Zyk reaches a new level in any attribute
Dust particle from moving enemies — appears when Nurran curls up into a ball and races after you
Bubbles from Kinsin — bubble up from kinsin's back

New Command Scheme

“Jump” – This command would handle jumping into the air. (Spacebar)
“Attack” – This command is used to attack enemies and break walls. (D)
“Complete” – This command is used to grab the beacons at the end of levels. (A)
"Shove" = This command is used to push down boulders (S)
“Special” – This command would be reserved for unique abilities the Zyk adopted from the music input (projectile rainbows). (W)
"Pause" - This brings up the ingame menu. (P/Shift/Esc)
On top of this, there would be the typical left/right/up/down controls (arrow keys) these would control motion underwater.

Minor suggestion by Ben: Also have escape bring up the pause menu… it's very natural for most people. Otherwise, I like the whole "double cross" nature of it (up down left right and W A S D). Kinda reminiscent of a game pad. What do other people think?

Oh and btw… switch to the pattern debug page and play one note many times to see a pretty cascade of strings. It's like the return of ASCII art! Woot!


Upalok: 5 different neck lengths. Longer necks means harder to sneak by
Iyabols: 1 - 5 member packs. bigger packs requires more ferocity to scare away
Kinsin: 5 different sizes. Bigger means harder to squish
Slohta: 5 different sizes: bigger means harder to subdue (attack)
Sulger: 5 different looks:
level 1: no crest
level 2: crest
level 3: horn and crest
level 4: bigger horn and crest
level 5: biggest horn and crest
Nurran: 5 speeds, indicated by size, smaller means faster

page_revision: 156, last_edited: 1179075039|%e %b %Y, %H:%M %Z (%O ago)
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