Professional Documents
Culture Documents
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?