Our Workflow
Step I
State I ✓
- Developing a Prototype with basic Weapon animations, essential gameplay Elements
State II ✓
- Developing a Prototype with basic weapon classes: ( Grenades, Collectables, Primary and Secundary Weapons )
State III ✓
- Developing a Prototype with advanced Weapon features, including different ammo types and Damage classes
- VFX
State IV ✓
- Essential Multiplayer Network developing.
- Player Model
- Animations
- Basic SFX
Conzept
At first we are starting with our Conzept for a new Hunter or Weapon. There we are normally working with Sketches to spice the thing a liitle bit up.
Modeling
After we have a clear vision of the Conzept we are starting to Model the new Object we wanted to implement in the Game.
Animating
After we finished the model, we can start to animate. That is a fun part. cause after that we can implement the new Model with Animation in our Project.
Step II
State V ✓
- Creature & Beast Models
- Animations
- AI
- Behavior Trees
- Bugfix
State VI ✓
- Witch Model & Animations
- AI
- Behavior
- Network features
- Alpha 1.0
State VII ✓
- Finish Weapon Models
- Texturing
- SFX
- Gameplay
- Bugfix
State IIX ✓
- Essential Multiplayer Network Profiling
- Level System
- Perks & Buffs
- Soundtrack composition
Step III - Open
State IX
- Bugfix
- Soundtrack Recording
- Server System
- UI
STATE X
- Leveldesign
- SFX
- VFX
- Network features
- Teamsystem
STATE XI
- Bugfix
- Beta 1.0
- Gamemode
- Implementing Music
- Server
State XII
- Bugfix
- Marketing
- Steam
- Release