Player Specific Assets
Asset | Expectation | Status |
---|---|---|
Player.Walk | Able to walk with character in 4 compass directions (W,A,S,D) | Completed |
Player.Jump | Able to jump up after pressing input and land (space) | Completed |
Player.Vault | Able to vault over short walls and obstacles when pressing inputs (space+W) | Completed |
Player.WallRun | Able to run across walls whilst holding input and direction of travel (Space + W) | Completed |
Player.Crouch | Able to crouch down when input is held down (L.Cntrl) | Completed |
Player.Sprint | Player is able to accelerate and walk quickly when holding input for short periods of time (L.Shift) | Completed |
Player.Slide | Player is able to crouch down a slanted surface or sprint then crouch moving forward in order to slide (L.Cntrl) or (W+L.Shift+L.Cntrl) | Completed |
Player.LedgeGrab | Player is able to grab onto a ledge to then pull themselves up onto it. | Completed |
Player.Climb | Player is able to climb up ladder and other walls that have big foundation beams. | In Progress |
Player.Headbob | When player moves, jumps, lands after a jump there should be a natural head movement (camera moves slightly mimicking real life movement). | Not Started |
Station Environment Assets
Asset | Expectation | Status |
---|---|---|
Floor.Mesh | Metal Mesh floor | Not started |
Floor.Railings | Railings around the floor to prevent player from falling | Not started |
Floor.Consoles | Console machines, with some having interactable buttons | In Progress |
Floor.Pipes | Pipes (large, medium and small, that are around the map and under the floor). | Not started |
Floor.PipesSupport | Supporting beams for pipes that hold them up. | Not started |
Floor.Ramp | Ramps within the reactor that are used to move heavy objects. | Not started |
Floor.WarehouseWall | Corrugated warehouse walls to surround the main chambers. | Not started |
Floor.Beam | Beams that are used to support the walls and large structures. | Not started |
Floor.Barrel | Large barrels which are heavy. | Not started |
Floor.Crate | Wooden crates, which are heavy. | Not started |
Floor.Box | Plastic boxes, which are heavy. | Not started |
Floor.Ladder | Ladder that player is able to climb | Not started |
Floor.LoosePaper | Newspaper and documents scattered with Japanese Kanji | Not started |
Floor.Lights | Beam light bulbs and flashing emergency spinnnig lights. | Not started |
Floor.Netting | Blue netting that lies over reactor hole in main chamber. | Not started |
Floor.Lift | Orange mechanical platform lift that is able to move up and down. | Not started |
Floor.Machinery | Orange big crane system in the main chamber (X and Y axis travel) | Not started |
Floor.Reactor | Cylinder (probably will be mostly hidden due to large body of water covering it) | Not started |
Floor.Cylinder | Cylinder walls surrounding main chamber. | Not started |
Environment Assets
Asset | Expectation | Status |
---|---|---|
Outside.Tree | Fir Trees | Not Started |
Outside.Town | A basic model of a local town with texturing | Not Started |
Outside.Debris | Tsunami will be carrying metal, random objects (plastic etc, larger ones will be visible like lamposts and streetlights). | Not Started |
Outside.Water | Most likely going to be a shader-will be grey and dirty due to contamination and shiny due to radiation. | Not Started |
Outside.Fish | Fish that is carried by water (tuna or other local fish) | Not Started |
Outside.Wildlife | *Extra | Not Started |
Audio Assets
Asset | Expectation | Status |
---|---|---|
Sound.wind | Wind whislting through holes within the station walls. | Not Started |
Sound.Fire | Fire crackling | Not started |
Sound.GasRelease | Gas releasing from pipes | Not started |
Sound.Explosion | Explosion of gas pressure and reactor cores overheating | Not started |
Sound.PipeBreak | Metal creaking and snapping | Not started |
Sound.RunningWater | Water filling up the room (entering through damaged holes in the wall). | Not started |
Sound,Player.PickupMetal | Picking up heavy metal object | Not Started |
Sound.Player.PickupWood | Picking up heavy wooden object | Not Started |
Sound.Player.PickupPlastic | Picking up heavy plastic object | Not Started |
Sound.Player.JumpGrunt | Two versions or gender neutral single option | Not Started |
Sound.PlayerJumpMetal | Jumping off metal (pushing off material) | Not Started |
Sound.PlayerJumpConcrete | Jumping off hard surface (pushing off concrete or something similar which is not hollow) | Not Started |
Sound.PlayerLandingMetal | Landing on metal surface | Not Started |
Sound.PlayerLandingConcrete | Landing on hard flat surface. | Not Started |
Sound.PlayerClimbing | Climbing metal apparatus sounds (ladder preferrable) | Not Started |
Sound.Walk.Wood | Footsteps on wooden material | Not Started |
Sound.Walk.Metal | Footsteps on metal material | Not Started |
Sound.Walk.Concrette | Footsteps on hard flat surface | Not Started |
Sound.Siren | Nuclear emergency sires | Not Started |
Sound.Helicopter | *Extra at the end * | Not Started |
Sound.Static | Static electricity | Not Started |
Sound.walkietalk | Walkie-talkie - distant murmurs | Not Started |
Sound.Platformbreak | Metal floor caving in, breaking | Not Started |
Sound.Sizzle | Hot water cooking things | Not Started |
Sound.ButtonClick | Clicking a button on control pannel | Not Started |
Sound.ClothingRustle | Hazmat suit rustling | Not Started |
Sound.geiger | Geiger counter | Not Started |
Sound.DoorOpen | Metal Door opening mechanically | Not Started |
Currently, these are all the assets I have deemed necessary to complete the experience. During play testing, some more assets may be identified that need to be made in order to further support the game design and its aims.