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Development Timeline


September 2003 - GAM400 Two of the three developers of Drop Drop join forces with the Trick Shot Golf team.
The team decides on the basis of Scavenger Hunt and creates an art proposal in hopes to get artists.
Scavenger Hunt gets artists...loses artists...gets artists for real.
Jonathan and Eric quickly designed and started implementing the graphic engine together to support the art from the artists.
UV Test
9-26-2003
October 2003 - GAM400
The team continues to work on finalizing the game design.
The graphic engine is basically completed.
Animation Test   Testing Stuff   Dean Test
10-10-2003   10-22-2003   10-31-2003
November 2003 - GAM400
The team really starts programming the game-play.
Engine Proof: This just contained a simple almost flat plane and a skybox in the background. The player could move Samantha around the small world. A very simple AI Dean was running back and forth.
Engine Proof   HUD Display
Engine Proof - 11-06-2003   11-26-2003
December 2003 - GAM400
There wasn't much development done this month due to finals and Winter break.
Some developers did work some on the game during the finals week due to having few finals.
First Playable Demo: The game could be finished by picking up all your items and returning them to the drop box. Gags could be picked up and used. There were a few objects from the level on a quick plane made by the artists for testing. The simple AI character was still just running back and forth. There was also a front-end menu for choosing your character.
Trick or Treats were added during finals week after the First Playable Demo.
Clint Searching   Samantha Weighted   Jennie Weighted   Dean Gagging
Finals Week - 12-10-2003   Finals Week - 12-10-2003   Finals Week - 12-10-2003   Finals Week - 12-10-2003
January 2004 - GAM450
The AI was finally integrated into the game.
The team lost two of the artists, but was able to keep Shane who continued to work on the level.
Pre-Alpha: The game was much more complete and now had search sequences. A version of the level that Shane was working on was included. The AI dominated most players. Collision was finally working for a few objects. The game also now included a few particle effects. There was basic profile manipulation.
Clint Gagging   Samantha Searching
Pre-Alpha - 1-31-2004   Pre-Alpha - 1-31-2004
February 2004 - GAM450
The networking finally became playable on a LAN.
More particle effects were added to things such as gagging.
The gag stations changed from a purple station to the free gag station.
More of the level that Shane was working on was added.
Dean Searching   Jennie Happy
2-19-2004   2-19-2004
March 2004 - GAM450
Alpha: The game can be played on a LAN. There are more level objects, and particle effects. All of the character animations are included. The menu is fully functional and you can choose different palettes for the characters. There is also now a pause and stats menus. Gold items can be found and your rank can increase.
After the alpha the leader board came alive
The last of the level art was added, and a change to the graphics engine was needed to support the alpha textures for objects.
The inventory stat was changed a little to try to help Clint.
Dean Posing   Jennie Knocking   Dean Weighted
Alpha - 3-5-2004   Alpha - 3-5-2004   3-15-2004
April 2004 - GAM450
Beta: It is just like Alpha, but with a better leader board.
Gold Build: It is just like Beta.

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