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Task Unit Testing
Test when the ghost king is triggered the alert event, the melee entity will chase toward the target despite the view distance or block object
Same as alertable chase task test because these two tasks are dependent on each other
Test if the enemy not chase the target if the target is outside of anchor protect radius
Test if the enemy is chase the target outside of the anchor protect radius, it will start retreating
Test if the enemy wander and start retreat back to the anchor point
Test if the project is move toward target position (final)
Test if the range enemy retreating if target is too close and chasing if target is too far
Test if the projectile can be shoot
Same as chase task test because the zigzag is time based so test if the distance is change overtime.
Design Document
- Story
- Music
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Characters
- Main Character
- Bosses
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Enemies
- Sprint 1: Final Design
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Sprint 2: Elvish Boss
- Decision to make our boss a mage
- Design Inspiration: Staff Weapon
- Design decisions for boss
- Archery attack animation for minions
- Different types of minion elves and designs
- Melee attack animation
- Boss attack animation using sceptre
- Design Inspiration: Shooting fireballs
- Mage Boss attack method: fireball
- Sprint 3: Walk Animations and Design Amendments
- Sprint 4: Refining animations
- Map Design
- User + Play Testing
- Gameplay
- Art Style Design Guidelines
- Emotional Goals