Iteration 1 Tasks:
**Anthony**
Technical
-Music Playback System
-Player may see visual representation of current health rating and current inventory of keys and equipped items (even though player may not yet pick them up)
Audio
-Open Door/Close Door: Normal Door
-Open Door/Close Door: Elevator Door
-Open Door/Close Door: Chain Fence Door
-Open Door/Close Door: Cargo Bay Door
Modeling
-Chair
-Physical Locker
-Shelf Unit
-Key for security Office and Elevator
**Matt**
Technical
-Player may control an object using intended character controls with collision and physics interactions with camera attached to character
-Player may persist in a modeled environment with collisions and physics
-Player may see different reactions from activating different triggers
-Player may use doors and healing/damaging triggers as intended
-Player can play in actual lobby environment and ground floor environment
Audio
-Water Source
Modeling
-Electrical Box with Damaged Wires
-Security Monitors
**Rebecca**
Technical
-Camera movement is automated and optimized
-Player may receive visual confirmation of his/her characters death
Audio
-Warning: Low Health
-Important item get
-Objective Achieved
-Regaining health
-Change button
-Select button
Modeling
-Ground floor mesh
-Fountain
-Computer
-Keyboard
-Mouse
**Scott**
Technical
-Player may pick up keys and keys correctly interact with doors
Audio
-Footsteps: Tile
-Footsteps: Metal
-Footsteps: Concrete
-Locked Door: Normal Door
-Locked Door: Elevator
-Locked Door: Chain Fence
-Locked Door: Cargo bay door
Modeling
-Lobby Floor Mesh
-Fence in Security office
-Security Office Desk
-Secretary's Desk
**Team Collaboration**
Wet'N'Wild Logo Video
Original issue reported on code.google.com by rebecca....@gmail.com on 23 Feb 2011 at 11:07
Original issue reported on code.google.com by
rebecca....@gmail.com
on 23 Feb 2011 at 11:07