As you can see, I have removed all the eyecandy from Quickrally for testing purposes, just to underline the stuff about prioritising the gameplay/fun over the fancy (yet technically more intriguing) visuals. This also cut back my pregame loading times alot, which is great.
I realized today, that I need to start specifying some concrete todos for the crunch now. I knew beforehand, that my crunching would be more concentrated on december, and there were more "other stuff" for november. Yet I still have the feeling, that things haven't progressed as much as I'd liked. I really have to separate the must-have features from the rest. The truth is -- and I'm very glad this is the case -- that only the Tanksalot needs to be in a robust and polished form after the crunch. Quickrally can (and will) be more of a prototypish demo when I pass it on to my teacher. It has to run, it has to look decent and it has to come with documentation and that's about it. This gives me some leeway on what I'm trying to get crunched until the 9th of December.
Tanksalot
- Replace the powerup placeholders with actual 3d-models
- Polish the audio
- Add a "Rematch" button
- Clean up all the debugging data and unused assets
- Make the server more robust with players coming and going
- Give the players waypoints and subgoals (laptimes, scoreboard, etc.)
- Try to test and optimize the network code for WAN connections
- Finalize the carmodel
- Bring back the old shaders and eyecandy when the other stuff is done
- Figure out if the preload times can be optimized
- Try celshading