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Post by Captain Dixon Yoremeel on Jun 14, 2013 6:56:44 GMT
Breakdown of Programming Elements that are Required (and Why Some Words are Captilised whilst Others are Not)Breakdown of High Priority Elements- Selecting from a list of objects and choosing their placement, to serve as Buildings
- User feedback (nGUI) about a list of predefined resources (money, power, materials etc.)
- Randomly positioned resources
- Certain objects which can only be placed in a restricted area (eg. on resources, in water etc.)
- In-game and start-up menus (nGUI)
- Mouse controls which are substitutable(?) for Touch controls
- Terrain for game to sit upon
- Pie
Breakdown of Medium Priority Elements - The ability to hide resources or generate them in real-time upon activation
- Affecting areas of game world (clearing sections of forest, radiuses of power, rising sea levels)
- Feedback and sub-menus on specific Buildings (health and status, upgrade menu)
- Pathfinding automatic object placement (powerlines/roads based on trajectory)
Breakdown of Low Priority Elements- Randomly occuring events
- Dynamic textures based on external resources (emissions etc.)
- Images which stop the flow of the game/mute game colours (tutorial option)
Why Some Words are Captilised whilst Others are Not
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