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Art

 Complete all story FMVs


 Intro FMV extension
 Itchy & Scratchy FMV
 FMV characters and blend shapes (Krusty, Itchy, Scratchy, Frink, and maybe
younger Grandpa)
 7 new bonus skins
 5 new idle animations (1 per regular walker)
 21 new idle animations (1 per bonus skin)
 Celebrity models (up to 3)
 10 new interactive gags
 10 new generic pedestrians
 7 new traffic models
 7 special level vehicles
 Downtown & Seaside time-of-day
 Human Cola glass panes
 Unique mission screens for each mission (MS 16, levels 1-3)
 Unique mission summary screen for each level (MS 16, levels 1-3)
 HUD redesign
 Front end scrapbook (MS 16)
 Coin art with special effect
 Bee camera art (7 models, animation, effects) (MS 16 one model only)
 New kick animation (during jump)
 Body slam animation for smashing (during double jump)
 Presentation for mission success and failure (both in car and on foot)
 Animation for getting collector card (1 per character)
 Mission conversation presentation polishing
 Front end camera changes
 Wrench modeling and effects
 Alien camera HUD
 Tutorial HUD elements
 Change front end and HUD fonts
 Maggie walk in and fall animation in front end
 On-foot navigation 3D art (helper) (MS17)
 In-car navigation 3D art (ground arrows) (MS17)
 New HUD radar
 Pause menu changes
 Props for race circuits (MS 17)
 Full damage states for all AI vehicles (for driveable versions)
 Car surfing animations
 Axles on all the cars
 Traffic vehicles damage states, effects
 Animations for on-foot character damage (hit by something, falling, bee sting)
(MS 16)
 Credits movie (MS 18)
 Address NTSC illegal colours (MS 18)

Sound
 Coin sounds (MS 16)
 Comments, honks from traffic when hit (MS 16)
 Answering machine dialog from disabled phone booths (MS 16)

Tech
 “Interactive physics” gags (MS 17)
 Increase traffic model count by 1 (MS 16)
 New special level vehicles (MS 16)
 Remove secondary objectives (MS 16)
 Can drive all traffic and AI cars (MS 16) (and characters fit in car) (MS 17)
 Can surf on traffic cars (MS 16)
 HUD reimplementation (MS 17)
 Navigation system rewrite (in-car and on-foot) (MS 17)
 New HUD radar (MS 17)
 Front end scrapbook rewrite (MS 16)
 AI Vehicle problems resolved (MS 16, 17)
 Pedestrian AI improvements (MS 17)
 Pedestrians crossing street, coordinated with crosswalk signals (MS 17)
 Coin system (MS 16)
 Reward UI system (MS 17)
 Bee AI system (MS 16)
 Damage out presentation (MS 17)
 Mini-game
 Iterate on mouth flapping and eye blinking (MS 16)
 Patty and Selma presentation after races (MS 17)
 Wrench functionality (MS 16)
 Death volume presentation (MS 16)
 Jump camera (cut cam) presentation (MS 16)
 Jump camera render effects (MS 17)
 Pause menu changes (MS 16)
 Race circuit prop loading/rendering (MS 17)
 Improved race ranking reports (MS 16)
 Reward system changes (MS 17)
 Remove choreo for simple characters (MS 16)
 Recognizable Simpsons characters as peds (MS 16)
 Passenger/driver animations (MS 16)
 Eliminate pop-in (MS 18)
 Demo mode for all 7 levels (MS 16)
 Fix radscript::Run to not allocate so much memory (MS 16)
 Break up meshes in front end to achieve smaller TEMP heap size (MS 16)
 Re-investigate tristripping front end scene (MS 16)
 Better UI for sound menu in front end (effects feedback and interactivity in radio,
voice feedback and interactivity in Krusty handset, draw X through symbol when
level goes to zero) (MS 16)
 Set default sound levels to mid range (i.e. properly tune default levels) (MS 16)
 Undo the hack Esan did to make missing ambient triggers reroute to existing ones
(MS 16)
 Visible rendering of collision volumes (MS 17)
 Can play movies in the middle of a level (MS 16)
 Per-zone traffic dynaloading, with extra traffic in VS mode (MS 16)
 Frink cloaking shader (MS 16)
 Answering machine behaviour from phone booths when in a mission (MS 16)
 Progressive scan (platform support and front end option) (MS 17)
 Brightness control in front end (MS 17)
 Wide-screen support
 ATG integration (MS 16)
 Setup per level headlight intensities (MS 16)
 Damage states for traffic vehicles: smoke, explosion & texture switch, disabled w/
fire (MS 16)
 On-foot damage (getting hit, falling long distances, hit by cars, etc) (MS 16)
 Memory card icons (MS 17)

Design
 Pedestrian AI, pedestrian activities
 Bee AI, fighting system
 Design for interaction with crates
 Details on new interactive gags
 Details of 7 special level vehicles
 HUD redesign
 Design for character animation for obtaining collector card
 Design for on-foot navigation
 Design for in-car navigation
 Design for gags based on physics interaction
 Design for damage out presentation
 Decide whether we will need to visibly render collision volumes
 Decide where we choose previously-obtained rewards (cars and skins), i.e. is it
the phone booth?
Open Questions
 What about the mini-game?

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