The Supernatural Olympics v3.x - Screenshot of development progress on Mar 23, 2008
A screenshot of the scenery (as of Mar 23, 2008) viewed from about 6500 feet above ground in very early development.


What is version 3.x of The Supernatural Olympics like?


Last updated: May 27, 2007 (first version)
Level 7 update on Nov 10, 2007 (points values for individual elements have been added, table readjusted, more elements added to reflect latest plans, header descriptions added, other small updates)
Level 7 update on Aug 31, 2008 (table redone to reflect newest plans, grade system added, elements added and renamed according to plan changes (outside classified elements).
Level 4 update on Oct 18, 2008 (city planning almost done, details expanded as needed).
Progress last updated: Oct 25, 2008 at 1:14 AM

This the checklist for the 3.0 update**. Details are expanded on for a more broad reference to overall completion. Because I'm otherwise completely redoing the entire project, the list is quite long. The completion does not take into account finalization (including the detailed plans) as plans can easily be changed. It may be marked as done, but a change in plans may change it so it is not done. Completion is also based on the amount of time it takes for each task. The number of "points" determines about how long something will take, in hours. If something is marked as needing 50 points for it to be completed, that means about 50 hours are expected working at it (about 8 to 20 days, 12 most likely). The typical range of points gained per day is usually from 3 to 6 - the activity level gives an approximation on the current rate. A percentage is also indicated, and, for the overall task, a progress meter that fades from red to yellow then to green. An assortment of stamps for progress and grades are also used - see the related table footnote below for the list of them and what they mean (progress stamps should be self-explanatory though). Given the fact that the points values are estimates, they are likely to change, especially when I get experience and a feel for the timing of the particular element.

Progress history and news:
Mar 23, 2008 at 5:08 AM: Horizon indicator done (0.1 point), ground grass blend and ground fog optimized (though not as much as I originally thought), numbers are now comma-separated, grass texture redone... for the 50th time.
Aug 26, 2008 at 6:21 AM: It appears as if I forgot about updating this.... Landscape was redone (and enhanced) during April, using the engine this time (forests have yet to be marked). The basic format for the help file has been set up with known parts otherwise done during Late July/early August. A new scenery enhancement: cirrostratus clouds around 18,000 or so feet. Best of all, I figured out a much more motivating way to doing the character (finally!). Glide 15, 30, and 45 are done; 60 and 75 remain (do 60 and I also do -30). Do one and four images are done at once! 2 math errors in 3D effects spotted and fixed - 39/40, not 15/16, and round distances up, not down). A possible new character enhancement: going in steps of 5° instead of 15 (15 default, 5 for enhanced and 45 weak). I thought of great new way to do the landscape: a vertex-based system. DirectX is almost certainly going to be required for hardware acceleration (but an older version like 7), but no 3D stuff is needed (this is a 2D game). Table/points have not been updated.
Aug 31, 2008 at 10:54 PM: Glide's 15° steps are done and now float run's 15 and -75 are done. A new optimization method for the ground has been thought of that eliminates the glittering effect and a problem when almost level with it (below 5 feet). A grade column was added (to represent overall quality as I feel it is). Other various elements were added, and the points/progress were also updated. Table needed to be widened for 1000 pixels instead of 768, my original standard. Clouds likely to be individualized with the hills and mountains as well (but that means a big redo for all that, except the clouds).
Sep 2, 2008 at 6:44 PM: Float run -60, -45, 30, and 45 are done in terms of the rotations. Optimization method failed on the X axis alignment (move vertically, and the glittering is very intense, but the Y-positioning is sort of expected).
Oct 12, 2008 at 5:37 AM: Float run done, except for the now -90 and +90. The sand/beach texture is done. The landscape's lighting and texture-blending are done, but not as good as I thought it would be. A landscape redo is in order - using a vertex-based system instead due to an unexpected problem (and the wanting of more variety and sticking close to my plans). 4 of 5 images for classified feature ID 0002 are done, the four look much better than expected (grade A-). Major adjustments to the design document are done, affecting mainly classified feature ID 0002. The Quredda Plains have been renamed to Quredda Desert and will take effect in the next landscape redo round (round 6).
Oct 16, 2008 at 3:36 PM: An image involving classified feature ID 0002 was finished (grade B, 2 points) and the 4 done earlier were redone, due to having a new formula for lighting. I mixed up ID 0001 with 0002 in this document, realized after checking my design document. In addition, the "Welcome to Ulillillia City" sign is complete as well (this sign is not classified), and looks better than expected (grade A-, 1.8 points toward the city). I'm now quite tempted to get on with remaking the landscape, but low motive for learning DirectX is getting in my way.

The Supernatural Olympics - the city welcome sign


This is a screenshot as to what the sign looks like. The tiling and stars are my favorite parts of it.

Oct 18, 2008 at 5:57 PM: In-depth planning was made for the city, adding 1.8 points to the progress, but taking out 30 points from the grand total.
Oct 21, 2008 at 3:44 PM: 10 possible names for the character now present, and more are still likely to come. One restaurant image is done - 2 points, grade B- (needs more decals). The plans are also finished, though they may still change - 0.2 points, plans don't get grades. Hospital changed to post office (only the northern side is seen, the southern 1/3 mile or so is not visible at all and it's where the hospital would otherwise be).

Oct 21, 2008 at 11:59 PM: The more distant part of the gas station is done - 2 points, grade B+. The previous screenshot was replaced with a new one showing both buildings in one.

Oct 25, 2008 at 1:14 AM: The ball state of the character is done, at least the basics (grade C+, 0.5 points). The gas station is essentially done (grade B+, 2.5 points (out of now 4.5)). A few small touchups have been done to Andrea's Restaurant (now grade B, 0.5 extra points). In addition, the thrift store (grade B, 2 points) is also done. The roofs and sides are not done, however - these require the use of AlphaBlend (or the DirectX equivelent that I don't yet have), and AlphaBlend is too slow. Here's what the buildings look like now:

The Supernatural Olympics - City with 3 mostly complete buildings


Andrea's restaurant is the first building I did followed by the gas station and the thrift store. The many parts of the gas station move at different rates giving a very good sense of depth (you can even see the scale-down effect of the gas station's logo!).

Nov 6, 2008 at 9:32 AM: Progress has halted a week ago due to working on my story. I thought of another challenge (0.1 point) making it official that there will be 56 challenges instead of 48.

Activity level*: stopped (working on my story);
Overall completion (roughly): 380.3 of 1300.9 pts, 29.2%; // roughly 10 9/10 months minimum at medium activity, 9 months remaining (weekends included)

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TaskBasic descriptioncompletion†Stamp*Grade
***
%Points
Scenery (322.8 of 571.5 pts, 56%)
The scenery is what makes up the setting from the mountains and hills in the background to the land the character runs on in the foreground. Without the scenery, the game would look very boring. The scenery is expected to take a very long time to do - roughly 60% of the total time needed is with the scenery. Compared to 2.4, the scenery is being completely redone and highly enhanced.
Basic planning**Basic concept for the background scenery100%0.5/0.5
Detailed planning**In-depth plans for the background scenery77%7/9
Clouds (7 of 59 pts, 12%)
There are two types of clouds used in version 3.0. One of which are the fair weather cumulus humilis clouds. The other are the highly transparent and high cirrostratus clouds. The cumulus humilis clouds have a base of 5000 feet and span about 500 feet upwards. The cirrostratus clouds have their base at 18,000 to 25,000 feet (undecided) and span 300 feet upwards. Both drift along in the wind going west at about 30 mph.
-CloudsThe clouds drifting above12%7/59
--Clouds detailed planningIn-depth plans for the clouds scenery100%3/3
--Draw cloudsDrawing the many cloud layers4%4/56
---Draw clouds, layer 1The closest layer of the clouds75%1.5/2
---Draw clouds, layer 2Layer 2 of the clouds75%1.5/2
---Draw clouds, layer 3Layer 3 of the clouds67%1/1.5
---Draw clouds, layer 4Layer 4 of the clouds0%0/1.5
---Draw clouds, layer 5Layer 5 of the clouds0%0/1.5
---Draw clouds, layer 6Layer 6 of the clouds0%0/1.5
---Draw clouds, layer 7Layer 7 of the clouds0%0/1.5
---Draw clouds, layer 8Layer 8 of the clouds0%0/1.5
---Draw clouds, layer 9Layer 9 of the clouds0%0/1.5
---Draw clouds, layer 10Layer 10 of the clouds0%0/1.5
---Draw clouds, layer 11Layer 11 of the clouds0%0/1.5
---Draw clouds, layer 12Layer 12 of the clouds0%0/1.5
---Draw clouds, layer 13Layer 13 of the clouds0%0/1.5
---Draw clouds, layer 14Layer 14 of the clouds0%0/1.5
---Draw clouds, layer 15Layer 15 of the clouds0%0/1.5
---Draw clouds, layer 16Layer 16 of the clouds0%0/1.5
---Draw clouds, layer 17Layer 17 of the clouds0%0/1.5
---Draw clouds, layer 18Layer 18 of the clouds0%0/1.5
---Draw clouds, layer 19Layer 19 of the clouds0%0/1.5
---Draw clouds, layer 20Layer 20 of the clouds0%0/1.5
---Draw clouds, layer 21Layer 21 of the clouds0%0/1.5
---Draw clouds, layer 22Layer 22 of the clouds0%0/1.5
---Draw clouds, layer 23Layer 23 of the clouds0%0/1.5
---Draw clouds, layer 24Layer 24 of the clouds0%0/1.5
---Draw clouds, layer 25Layer 25 of the clouds0%0/1.5
---Draw clouds, layer 26Layer 26 of the clouds0%0/1.5
---Draw clouds, layer 27Layer 27 of the clouds0%0/1.5
---Draw clouds, layer 28Layer 28 of the clouds0%0/1.5
---Draw clouds, layer 29Layer 29 of the clouds0%0/1.5
---Draw clouds, layer 30Layer 30 of the clouds0%0/1.5
---Draw clouds, layer 31Layer 31 of the clouds0%0/1.5
---Draw clouds, layer 32Layer 32 of the clouds0%0/1.5
---Draw clouds, layer 33Layer 33 of the clouds0%0/1.5
---Draw clouds, layer 34The furthest layer of clouds, at the edge of visibility0%0/1.5
---Draw clouds, special layerA special layer used for a fogging special effect0%0/2
---Draw clouds, cirrostratus cloudsA layer of highly transparent clouds reaching about 18,000 to 25,000 feet high.0%0/2
City (13.8 of 116 pts, 12%)
The city is basically a small town, like you'd find in remote areas. They are the kinds of cities that I'm used to - 2-story buildings are quite rare and there may only be about 800 residents. The city, unlike 2.4, goes into great detail, complete with road signs, traffic lights, cars, sidewalks, and richly detailed buildings (with plenty of decals on each). Version 2.4 only had a bunch of randomly colored sky scrapers of random heights and colors, a huge difference with the 3.x version.
-CityThe small town very nearby in the background12%13.8/116
--City detailed plansIn-depth plans for the city100%3/3
--Draw city***Making the city's buildings, roads, and other decor (in the background)6%10.8/113
---Draw city, buildingsThe various buildings in the city14%9/64
----Draw city, buildings, housesThe houses in the city's outer regions (20 images)0%0/18
----Draw city, buildings, restaurantThe restaurants in the city's northern part (3 images)33%2.5/7.5
----Draw city, buildings, gas stationThe gas stations in the city's northern part (6 images)100%4.5/4.5
----Draw city, buildings, pizza restaurantThe pizza restaurants in the city's northern part (2 images)0%0/3.5
----Draw city, buildings, bankThe 2-story bank in the city's northern part (1 image)0%0/2.5
----Draw city, buildings, computer storeThe computer store in the city's northern part (1 image)0%0/2
----Draw city, buildings, police stationThe police station in the city's northern part (1 image)0%0/2
----Draw city, buildings, fire stationThe fire station in the city's northern part (1 image)0%0/2
----Draw city, buildings, grocery storeThe grocery store in the city's northern part (1 image)0%0/4
----Draw city, buildings, constructionA building under construction in the city's northern part (1 image)0%0/1
----Draw city, buildings, ice cream storeThe ice cream store in the city's northern part (1 image)0%0/1.5
----Draw city, buildings, thrift storeThe thrift store in the city's northern part (1 image)100%2/2
----Draw city, buildings, clothing storeThe clothing stores in the city's northern part (2 images)0%0/3.5
----Draw city, buildings, libraryThe 3-story library in the city's northern part (1 image)0%0/3
----Draw city, buildings, auto body shopThe auto body shop in the city's northern part (1 image)0%0/3
----Draw city, buildings, post officeThe post office in the city's northern part (1 image)0%0/2
----Draw city, buildings, appliance storeThe appliance store in the city's northern part (1 image)0%0/2
---Draw city, roads and carsThe various cars on the highway and the roads themselves0%0/29
----Draw city, roads and cars, road/highway textureThe texture for the road/highway, minus the lines0%0/0.5
----Draw city, roads and cars, road/highway dashed yellow linesThe road/highway texture for the dashed yellow lane divider0%0/0.8
----Draw city, roads and cars, road/highway white linesThe road/highway texture for the solid white lines0%0/0.4
----Draw city, roads and cars, side walksSide walks in the city near the roads (the texture; 3 images)0%0/0.8
----Draw city, roads and cars, family carThe typical family car (12 images)0%0/8
----Draw city, roads and cars, family vanThe typical minivan (4 images)0%0/2
----Draw city, roads and cars, motorcycleThe typical motorcycle (4 images)0%0/2.5
----Draw city, roads and cars, family truckThe typical truck a family might have (4 images)0%0/2
----Draw city, roads and cars, 18-wheelers (semi)The 18-wheelers (semis) seen often on highways and freeways (6 images)0%0/5
----Draw city, roads and cars, police/highway patrolPolice cars and highway patrol cars that law enforcement officers use (2 images)0%0/2
----Draw city, roads and cars, othersVarious other vehicle types not yet officially decided on0%0/5
---Draw city, decorVarious other not-so-important graphical details for the city stuff like road signs, lights, etc.9%1.8/20
----Draw city, decor, welcome signThe "Welcome to Ulillillia City" sign, at the edges of the town (1 image)100%1.8/1.8
----Draw city, decor, speed limit signsSpeed limit road signs (3 images)0%0/1.5
----Draw city, decor, distance signsSigns telling how far cities and certain roads are (2 images)0%0/1.2
----Draw city, decor, tunnel ahead signsSigns telling drivers that there is a tunnel ahead (a long one; 2 images)0%0/1.5
----Draw city, decor, mile markersThe mile marker signs (5 or 6 images)0%0/2
----Draw city, decor, exitsHighway exit signs (2 or 3 images)0%0/2
----Draw city, decor, road blockageRoad-blocking construction stuff (2 images)0%0/2.5
----Draw city, decor, hidden police carA police car off the road watching for bad driving and speeders (won't get the character; 1 image)0%0/1
----Draw city, decor, cardboard boxA sealed cardboard box that fell out from someone's car (1 image)0%0/1
----Draw city, decor, traffic lightA typical traffic light (1 image, 5 more for dynamic content)0%0/2.5
----Draw city, decor, advertisementsVarious advertisements for the shops within the city0%0/3
Northern Mebna Hills (116 of 116 pts, 100%)
The Northern Mebna Hills, formerly called the "prelake hills", are a series of fairly small hills that occupy the closest areas. These hills rise up to 2000 feet toward the center, quickly at first, then drop back down heading into Urusu Valley.
-Northern Mebna HillsThe group of hills beyond the city and before Urusu Valley100%116/116
--Northern Mebna Hills detailed plansIn-depth plans for the Northern Mebna Hills100%2/2
--Draw Northern Mebna HillsCreating the images for the various layers of the Northern Mebna Hills100%114/114
---Draw Northern Mebna Hills, layer 1The layer closest to the city100%5/5
---Draw Northern Mebna Hills, layer 2The second layer100%5/5
---Draw Northern Mebna Hills, layer 3The third layer100%6/6
---Draw Northern Mebna Hills, layer 4The fourth layer100%7/7
---Draw Northern Mebna Hills, layer 5The fifth layer100%8/8
---Draw Northern Mebna Hills, layer 6The sixth layer100%8/8
---Draw Northern Mebna Hills, layer 7The seventh layer100%8/8
---Draw Northern Mebna Hills, layer 8The eighth layer100%8/8
---Draw Northern Mebna Hills, layer 9The ninth layer100%7/7
---Draw Northern Mebna Hills, layer 10The tenth layer100%5/5
---Draw Northern Mebna Hills, layer 11The eleventh layer100%6/6
---Draw Northern Mebna Hills, layer 12The twelfth layer100%5/5
---Draw Northern Mebna Hills, layer 13The thirteenth layer100%5/5
---Draw Northern Mebna Hills, layer 14The fourteenth layer100%5/5
---Draw Northern Mebna Hills, layer 15The fifteenth layer100%4/4
---Draw Northern Mebna Hills, layer 16The sixteenth layer100%4/4
---Draw Northern Mebna Hills, layer 17The seventeenth layer100%4/4
---Draw Northern Mebna Hills, layer 18The eighteenth layer100%4/4
---Draw Northern Mebna Hills, layer 19The ninteenth layer100%5/5
---Draw Northern Mebna Hills, layer 20The closest layer to Urusu Valley100%5/5
Urusu Valley (18 of 35.4 pts, 51%)
Urusu Valley is a 4-mile-wide valley between the Northern Mebna Hills (to the south) and the Urusu Hills (to the north). Lakes and forests fill the valley with occasional sandy areas and, questioned, small towns. Lining the lakes, one of which a focal point of my visions, are beaches. At the average 8-mile distance, beaches (and if the city is added, buildings) are hard to resolve details of, outside a few select areas, due to being less than a pixel wide.
-Urusu ValleyThe valley containing lakes and forests beyond the Northern Mebna Hills and Urusu Hills51%18/35.4
--Urusu Valley detailed plansIn-depth plans for the objects in Urusu Valley100%3/3
--Draw Urusu Valley elements***Drawing the objects in Urusu Valley46%15/32.4
---Draw Urusu Valley elements, lake layout plansThe layout plans (positioning) for the lakes60%9/15
---Draw Urusu Valley elements, lake texturesDrawing the textures for the lakes100%0.4/0.4
---Draw Urusu Valley elements, forest layout plansThe layout plans (positioning) for the forests25%4/15
---Draw Urusu Valley elements, forest texturesDrawing the textures for the forests100%0.4/0.4
---Draw Urusu Valley elements, beach layout plansThe layout plans (positioning) for the beaches near the lakes60%0.8/1.2
---Draw Urusu Valley elements, beach texturesDrawing the textures for the beaches100%0.4/0.4
Urusu Hills (40 of 40 pts, 100%)
The Urusu Hills, formerly called the "postlake hills" are located north of Urusu Valley. The point at which they end is based on the ice caps. The Urusu Hills don't have a full ice cap while the Urusu Mountains, directly north, do. The Urusu Hills are somewhat related to the Northern Mebna Hills, but instead of rising to a peak, they keep on rising.
-Urusu HillsThe group of hills beyond Urusu Valley that rise up into the Urusu Mountains100%40/40
--Urusu Hills detailed plansIn-depth plans for the Urusu Hills100%1/1
--Draw Urusu HillsCreating the images for the various layers of the Urusu Hills100%39/39
---Draw Urusu Hills, layer 1The layer nearest to Urusu ValleyX%0/0
‡
---Draw Urusu Hills, layer 2The second layer100%5/5
---Draw Urusu Hills, layer 3The third layer100%4/4
---Draw Urusu Hills, layer 4The fourth layer100%5/5
---Draw Urusu Hills, layer 5The fifth layer100%6/6
---Draw Urusu Hills, layer 6The sixth layer100%6/6
---Draw Urusu Hills, layer 7The seventh layer100%6/6
---Draw Urusu Hills, layer 8The layer nearest to the Urusu Mountains100%7/7
Urusu Mountains (35 of 35 pts, 100%)
The Urusu Mountains are the northernmost part of the scenery visible and are an extension to the Urusu Hills. The Urusu Mountains all have a full ice cap. They are also extremely distant. Even though they are the highest, their images don't use the most pixels due to being so distant.
-Urusu MountainsThe 23,000-foot high, ice-capped mountains extending to the edge of visibility100%35/35
--Urusu Mountains detailed plansIn-depth plans for the Urusu Mountains100%1/1
--Draw Urusu MountainsCreating the images for the various layers of the Urusu Mountains100%34/34
---Draw Urusu Mountains, layer 1The closest layer100%7/7
---Draw Urusu Mountains, layer 2The second-closest layer100%7/7
---Draw Urusu Mountains, layer 3The third-closest layer100%5/5
---Draw Urusu Mountains, layer 4The third-furthest layer100%5/5
---Draw Urusu Mountains, layer 5The second-furthest layer100%5/5
---Draw Urusu Mountains, layer 6The furthest layer, at the edge of visibility100%5/5
Decals (1.2 of 33.7 pts, 4%)
What better way is there to enhancing the look and feel further than by adding decals! A bare open landscape is not very common. Trees, where's the trees!? And what good is a city of today's time without cars? High above is an airline taking passengers 35,000 feet in the air going 550-600 mph. Docks with diving boards in the lakes makes for a lot more fun and roads often have signs. Decals are just that, of which 2.4 doesn't even have at all!
-DecalsTrees, sailboats, signs, docks, airplanes, grass blades, cars, etc. used to enhance the scene4%1.2/33.7
--Decals detailed plansIn-depth plans for the decals80%1.2/1.5
--Draw decalsCreating the images for the various decals0%0/23.2
---Draw decals, treesAt least three types of trees0%0/5
---Draw decals, sailboatsAt least two different sailboats0%0/3
---Draw decals, signsRoad and business signs, and mainly the "Welcome to Ulillillia City" sign0%0/4
---Draw decals, docksWooden platforms above the lake's surface0%0/1.2
---Draw decals, airplanesAn airline cruising at about 35,000 feet above0%0/1.5
---Draw decals, grass bladesThe blades of grass of 2 to 48 inches tall0%0/2.5
---Draw decals, carsThey move along the roadways0%0/4
---Draw decals, lake background shapingForming the shape of the four close-up lakes going into the background0%0/9
----Draw decals, lake background shaping, Stugu Lake close-upThe shaping of Stugu Lake into the background0%0/2.5
----Draw decals, lake background shaping, Lake Windias close-upThe shaping of Lake Windiasinto the background0%0/3
----Draw decals, lake background shaping, Quredda Lake close-upThe shaping of Quredda Lake into the background0%0/2
----Draw decals, lake background shaping, Mebna Lake close-upThe shaping of Mebna Lake into the background0%0/1.5
---Draw decals, otherOther decals that are classified0%0/2
Landscape (80 of 80.5 pts, 99%)
The ground you run on is always the same height in all directions. Exciting? That's what 2.4 used due to Gamestudio's limitations (the var), but 3.0 is not like that. From -750 feet to almost 23,000 feet, the landscape in 3.0 has a varied elevation. Furthermore, there are four distinct regions (like counties in a way as they're about the same size): Mebna, Stugu, Windias, and Quredda (the background uses a fifth, Urusu). There's plenty of variety in the landscape.
-LandscapeThe landscape the character runs on99%80/80.5
--Terrain detailed plansIn-depth plans for the landscape100%2/2
--Create the terrainThe landscape's various slopes99%78/78.5
---Create the terrain, slope mapThe landscape's various slopes100%70/70
---Create the terrain, draw the texturesThe slopes for display within the game itself100%3/3
----Create the terrain, draw the textures, grassThe slopes with grass covering them100%1/1
----Create the terrain, draw the textures, rockThe slopes without vegetation covering them100%1/1
----Create the terrain, draw the textures, snowThe slopes with snow covering them100%1/1
---Create the terrain, draw the waterCreate the water - the waves and surface91%5/5.5
----Create the terrain, draw the water, Stugu Lake wavesThe water's waves for Stugu Lake100%1/1
----Create the terrain, draw the water, Lake Windias wavesThe water's waves for Lake Windias100%1/1
----Create the terrain, draw the water, Quredda Lake wavesThe water's waves for Quredda Lake100%1/1
----Create the terrain, draw the water, Mebna Lake wavesThe water's waves for Mebna Lake100%1/1
----Create the terrain, draw the water, other wavesThe waves for ponds, rivers, and other shallow pools100%1/1
----Create the terrain, draw the water, swamp waterThe very merky water used with Stugu Swamp0%0/0.5
Special effects (1 of 17 pts, 6%)
Thought decals were nice? Try special effects. Didn't you notice the texture-blending in Urusu Valley or the sky darkening as you got higher (and even the curvature of the Earth when very high)? How about the sudden fogging of the scene when in the clouds or the color-changing afterimages of the flare effect? These are all special effects and they greatly enhance the realism and feel of the game.
-Special effectsVarious special effects to enhance the look and feel6%1/17
--Special effects detailed plansIn-depth plans for the special effects33%1/3
--Create the special effectsThe images for the various special effects0%0/14
---Create the special effects, space effectThe darkening of the sky as you climb very high0%0/1.5
---Create the special effects, flare effectThe color-changing "copies" that appear at extreme speeds0%0/2
---Create the special effects, water darkening effectThe decrease of light when deep underwater0%0/0‡†
---Create the special effects, shockwavesThe shockwaves from the pound stomp and certain very high speed impacts0%0/0‡†
---Create the special effects, puffsThe dust clouds caused from stopping0%0/5
---Create the special effects, speed blast distortionsThe distortions caused from the very high energy usage of the speed blast0%0/1
---Create the special effects, flash attack flashThe flash caused from using the flash attack0%0/0‡†
---Create the special effects, water splashThe splash when you fall into the water0%0/1
---Create the special effects, bubblesBubbles formed when underwater0%0/0.5
---Create the special effects, supersonic atmospheric distortionsDistortions caused with supersonic travel0%0/1
---Create the special effects, planet curveThe curvature of the Earth when up extremely high0%0/2
Other scenery (2.5 of 2.5 pts, 100%)
These are basic elements of the scenery. Some elements are classified and will be hidden or replaced with a code name until declassified. Above all, the main elements are the sky and ground. The ground is the main focal point as of Aug 31, 2008 - its 3D effects have already amazed many who watched my YouTube videos of it.
-Other sceneryVarious other important scenery elements100%2.5/2.5
--Other scenery detailed plansIn-depth plans for various other scenery elements100%0.5/0.5
--Create the other sceneryCreating the images for other scenery elements100%2/2
---Create the other scenery, skyThe sky (serves as a background)100%1.5/1.5‡†
---Create the other scenery, groundThe 3D-behaving ground100%0.5/0.5
Scenery Programming (6.5 of 27.1 pts, 24%)
What good is the scenery without programming? A static image when going 2000 mph is no fun or one going too slow or too fast. By programming the scenery, you can get a realistic and accurate feel (and the math is relatively easy - just multiplication and division). I need to learn how to use DirectX for many of the main, planned aspects to work, or do you want to play a game with 7 fps instead of potentially 5000+?
-Scenery programmingWriting the program to get the scenery to behave as expected24%6.4/27.1
--Scenery programming, cloudsProgramming for the clouds0%0/2
--Scenery programming, groundProgramming for the ground in the distance100%3/3
--Scenery programming, cityProgramming for the city5%0.1/2
--Scenery programming, Northern Mebna HillsProgramming for the Northern Mebna Hills0%0.8/0.8
--Scenery programming, Urusu ValleyProgramming for the elements of Urusu Valley0%0/5
--Scenery programming, Urusu HillsProgramming for the second hills100%0.5/0.5
--Scenery programming, Urusu MountainsProgramming for the mountains100%0.3/0.3
--Scenery programming, terrainProgramming for the terrain23%1.6/7
---Scenery programming, terrain, displayingGetting the terrain to be displayed on screen properly80%1.6/2
---Scenery programming, terrain, effectsUsing the grass, rock, and snow textures to get realistic-looking terrain0%0/3
---Scenery programming, terrain, final testingTesting the terrain just before release fixing any bugs0%0/2
--Scenery programming, special effectsProgramming for the special effects in the scenery like the ground texture blend, fog, or space effect20%0.2/1
--Scenery programming, decalsProgramming for the decals (trees, cars, airplanes, grass blades, etc.)0%0/2.5
--Scenery programming, otherProgramming for various other things related to the scenery0%0/2
--Scenery programming, final testingIn-depth testing of the scenery just before release fixing any bugs I find0%0/1
Character (25.7 of 89.7 pts, 29%)
The character is the one you control while playing the game. While it can be omitted, the game would look and feel a lot better with the character included. Compared to 2.4, the character is not only bigger, but made to look more realistic as well, and have new and enhanced abilities. The character will also be much more 3D-like in appearance.
Basic planningBasic concepts and ideas100%0.4/0.4
Detailed planningIn-depth planning for fine details100%3/3
-Character looksThe basic looks of the character such as colors and height100%0.5/0.5
Special abilities (19.8 of 80.8 pts, 55%)
The character (no official name as of Aug 31, 2008) has many abilities that one would otherwise not expect to see. Who can run at 200 mph (or 1500)? Who can jump over a mile high (or 10)? How about breathing underwater and withstanding great pressure? No one in the Olympics can do this, not even close. The character can, however so get that speed blast charging and see what real speed is like, high and low. There's more abilities than listed here, some without unique images, others classified.
-AbilitiesThe character's various abilities25%20.3/80.8
Standing (1 of 2.2 pts, 45%)
Standing, how boring. Just remaining in one spot is not fun, unless you're mesmerized by the scenery standing on top of Mount Sky. When stopped (yes, a super slow zero mph), the character stands. There's nothing special here - anyone can do it, even a 2-year-old!
--Abilities, standThe standing action45%1/2.2
---Abilities, stand, mechanicsThe behavior plans of the standing action100%0/0‡†
---Abilities, stand, imagesThe images for the standing action (2 needed)50%1/2
---Abilities, stand, programmingThe programming of the standing action0%0/0.2
Running (0.8 of 6.8 pts, 12%)
Perhaps something for a 3-year-old. Not really, considering the character can move his legs faster than any Olympic athlete could dream of, getting to 70 mph, as fast as that on highways! This one is one of the toughest to do in terms of making the images.
--Abilities, runThe running action12%0.8/6.8
---Abilities, run, mechanicsThe behavior plans of the running action95%0.8/0.8
---Abilities, run, imagesThe images for the running action (16 needed)0%0/5
---Abilities, run, programmingThe programming of the running action0%0/1
Float-running (5.1 of 12.6 pts, 40%)
Just swing your arms behind, kick your legs back and gently float about 3 inches above the ground... going 200+ mph while you're at it. That's the float run and there's no better way to climb mountains or travel the land at mach 2 speeds. Rotations have caused a lengthy delay in making progress with this part.
--Abilities, float runThe float-running action40%5.1/12.6
---Abilities, float run, mechanicsThe behavior plans of the float-running action100%0.6/0.6
---Abilities, float run, imagesThe images for the float-running action (22 needed)45%4.5/10
---Abilities, float run, programmingThe programming of the float-running action0%0/2
Stopping (1.3 of 3.3 pts, 39%)
Too much speed to manage for you? Passed the point where you needed to go? Slam on those white-hot brakes stirring up dust and get rid of all that speed. Even if going mach 2, coming to a full stop doesn't take very long.
--Abilities, stopThe stopping action39%1.3/3.3
---Abilities, stop, mechanicsThe behavior plans of the stopping action100%0.3/0.3
---Abilities, stop, imagesThe images for the stopping action (2 needed)50%1/2
---Abilities, stop, programmingThe programming of the stopping action0%0/1
Speed-blasting (0.1 of 3.1 pts, 3%)
Want to get going but want a very fast speed? Just charge up the speed blast and off you go, up to the speed of sound! Now that's some serious speed! It's a cheap way to climb mountains or use the slopes for a lot of extra height.
--Abilities, speed blastThe speed-blasting action3%0.1/3.1
---Abilities, speed blast, mechanicsThe behavior plans of the speed-blasting action100%0.1/0.1
---Abilities, speed blast, imagesThe images for the speed-blasting action (2 needed)0%0/2
---Abilities, speed blast, programmingThe programming of the speed-blasting action0%0/1
Jumping (1.4 of 4.4 pts, 32%)
Going back to the basics again? Jumping is something anyone can do, even a 3-year-old. Olympics athletes may get about 9 feet, but that's child's play compared to 90+ feet and jumping in mid-air up to 5 times for over 500 feet of height. What a view!
--Abilities, jumpThe jumping action32%1.4/4.4
---Abilities, jump, mechanicsThe behavior plans of the jumping action100%0.4/0.4
---Abilities, jump, imagesThe images for the jumping action (2 needed)50%1/2
---Abilities, jump, programmingThe programming of the jumping action0%0/2
Gliding (7.6 of 13.8 pts, 55%)
Gliding: airplanes do it, but a supernatural athlete? It's all about converting gravity's downward pull into forward motion to gently accelerate forward to up to 800 mph. Pitch up to gain height but lose speed, but pitch down to lose height but gain speed. If this was a true 3D game, then turning (banking) is also possible. Rotations caused a lengthy delay here and there's a lingering problem with the formula for pitched gliding.
--Abilities, glideThe gliding action55%7.6/13.8
---Abilities, glide, mechanicsThe behavior plans of the gliding action89%1.6/1.8
---Abilities, glide, imagesThe images for the gliding action (26 needed)60%6/10
---Abilities, glide, programmingThe programming of the gliding action0%0/2
Falling (1.1 of 2.9 pts, 38%)
Falling. Anyone can do it no matter what their age is. Just walk over the edge of something and down you go. There's nothing special here, although immunity to drag allows for speeds beyond what a sky diver could do at their best.
--Abilities, fallThe falling action38%1.1/2.9
---Abilities, fall, mechanicsThe behavior plans of the falling action100%0.1/0.1
---Abilities, fall, imagesThe images for the falling action (2 needed)50%1/2
---Abilities, fall, programmingThe programming of the falling action0%0/0.8
Fall-gliding (1.5 of 4.5 pts, 33%)
Fall-gliding is often useful in caves or to gently land but I don't see any caves around! However, use the fall-glide-hop just right and up you go, way up.
--Abilities, fall-glideThe fall-gliding action33%1.5/4.5
---Abilities, fall-glide, mechanicsThe behavior plans of the fall-gliding action100%0.5/0.5
---Abilities, fall-glide, imagesThe images for the fall-gliding action (2 needed)50%1/2
---Abilities, fall-glide, programmingThe programming of the fall-gliding action0%0/2
Leviburst (0.6 of 4.8 pts, 13%)
Levitation seems like fun. The acceleration is very extreme, but using it to go upwards is not a worthy way of getting from one place to another in reasonable time. The 2.4 version didn't have this ability for one very logical reason - it wasn't thought of at the time (thank you dream!)
--Abilities, leviburstThe leviburst action13%0.6/4.8
---Abilities, leviburst, mechanicsThe behavior plans of the leviburst action75%0.6/0.8
---Abilities, leviburst, imagesThe images for the leviburst action (2 needed)0%0/3
---Abilities, leviburst, programmingThe programming of the leviburst action0%0/1
Ball-bouncing (0.8 of 3.3 pts, 24%)
Balls are children's toys. They are round, bouncy, and, huh, a supernatural athlete!? Then again, with amplified gravitational acceleration, bouncing is more of a "just for fun" type of ability and bouncing only happens when the speeds are fast enough.
--Abilities, ballThe ball action (for the bounce ability)9%0.3/3.3
---Abilities, ball, mechanicsThe behavior plans of the ball action100%0.3/0.3
---Abilities, ball, imagesThe images for the ball action (2 needed)50%0.5/1
---Abilities, ball, programmingThe programming of the ball action0%0/2
Insta-teleporting (0.1 of 2.9 pts, 3%)
I'm not going to wait nearly 5 minutes trying to get to that 40-mile-distant starting line! Good thing for insta-teleport - it'll get you from point A to point B in seconds and the only effort needed is just the pressing of the I key on that typing device called a keyboard.
--Abilities, insta-teleportThe insta-teleport action3%0.1/2.9
---Abilities, insta-teleport, mechanicsThe behavior plans of the insta-teleport action100%0.1/0.1
---Abilities, insta-teleport, imagesThe images for the insta-teleport action (6 or 8 needed)0%0/2
---Abilities, insta-teleport, programmingThe programming of the insta-teleport action0%0/0.8
Water surface swimming (0.2 of 7.6 pts, 3%)
Not everyone knows how to swim. One can't just go swimming around in the air; it takes a denser substance and what luck - there's plenty of water lying around in the form of lakes. Most prefer to swim on the surface of the water rather than underwater as they could at least breathe that way.
--Abilities, water surface swimmingThe water surface swimming action3%0.2/7.6
---Abilities, water surface swimming, mechanicsThe behavior plans of the water surface swimming action30%0.2/0.6
---Abilities, water surface swimming, imagesThe images for the water surface swimming action (6 needed)0%0/5
---Abilities, water surface swimming, programmingThe programming of the water surface swimming action0%0/2
Underwater Swimming (0.2 of 8.6 pts, 2%)
Going under to see what sea life there is? One will need to be able to swim underwater ya know. Don't worry about drowning or going too deep, the character can take it!
--Abilities, underwater swimmingThe underwater swimming action2%0.2/8.6
---Abilities, underwater swimming, mechanicsThe behavior plans of the underwater swimming action33%0.2/0.6
---Abilities, underwater swimming, imagesThe images for the underwater swimming action (20 or 40 needed)0%0/6
---Abilities, underwater swimming, programmingThe programming of the underwater swimming action0%0/2
-Final testingIn-depth testing of the character just before release fixing any bugs0%0/5
On-screen data (8.3 of 17.7 pts, 47%)
The on-screen data shows the various states of the game such as ability usage, the height, speed, and even your score and position. Compared to 2.4, the on-screen data is highly customizable, even the level of detail and other measurement units.
Basic planningBasic concepts and ideas100%0.2/0.2
Detailed planningIn-depth planning for fine details98%1/1
-Distance travelledThe distance travelled data14%0.1/0.7
--Distance travelled, plansThe in-depth plans for the distance travelled data90%0.1/0.1
--Distance travelled, programmingThe programming for the distance travelled data0%0/0.6
-Game modeThe game mode data50%0.1/0.2
--Game mode, plansThe in-depth plans for the game mode data100%0.1/0.1
--Game mode, programmingThe programming for the game mode data0%0/0.1
-PositionThe position data40%0.2/0.5
--Position, plansThe in-depth plans for the position data98%0.2/0.2
--Position, programmingThe programming for the position data0%0/0.3
-Time controlThe time control data50%0.1/0.2
--Time control, plansThe in-depth plans for the time control data100%0.1/0.1
--Time control, programmingThe programming for the time control data0%0/0.1
-Time playedThe time played data0%0/0.1
--Time played, plansThe in-depth plans for the time played data100%0/0‡†
--Time played, programmingThe programming for the time played data0%0/0.1
-SpeedThe speed data20%0.1/0.5
--Speed, plansThe in-depth plans for the speed data100%0.1/0.1
--Speed, programmingThe programming for the speed data0%0/0.4
-Tournament dataThe tournament info57%0.8/1.4
--Tournament data, plansThe in-depth plans for the tournament info data100%0.8/0.8
--Tournament data, programmingThe programming for the tournament info data0%0/0.6
-HeightThe height data50%0.1/0.2
--Height, plansThe in-depth plans for the height data100%0.1/0.1
--Height, programmingThe programming for the height data0%0/0.1
-Ability usage statesThe ability usage states data25%0.1/0.4
--Ability usage states, plansThe in-depth plans for the ability usage states data100%0.1/0.1
--Ability usage states, programmingThe programming for the ability usage states data0%0/0.3
-Terrain mapThe terrain map data25%0.4/1.6
--Terrain map, plansThe in-depth plans for the terrain map data100%0.4/0.4
--Terrain map, programmingThe programming for the terrain map data0%0/1.2
-Jump meterThe jump meter data29%0.2/0.7
--Jump meter, plansThe in-depth plans for the jump meter data100%0.2/0.2
--Jump meter, programmingThe programming for the jump meter data0%0/0.5
-FontsThree (maybe four) different fonts and sizes (custom bitmap fonts)61%4.9/8
--Fonts, standard sizeThe standard font size (14 px high), normal and bold100%2/2
--Fonts, medium sizeThe medium font size (20 px high), normal and bold100%2.5/2.5
--Fonts, large sizeThe large font size (28 or 40 px high (undecided)), normal and bold11%0.4/3.5
-Panel backdropThe backdrop used for the on-screen info100%0/0‡†
-Final testingIn-depth testing of the on-screen data just before release fixing any bugs0%0/2
Challenges (10.4 of 473.4 pts, 2%)
Without challenges, this wouldn't be a game at all. The challenges basically involve things like reaching 200 mph within a set time limit with some restrictions, mainly limited by difficulty. Many of the newest elements unique to 3.x for challenges are classified. Compared to 2.4, not only are there dozens more challenges and several more tournaments, the entire system is enhanced making it more like the Olympics in a sense.
Basic planningBasic concepts and ideas100%0.1/0.1
Detailed planningIn-depth planning for fine details100%3/3
Tournaments (10.4 of 446.6 pts, 2%)
Although the 7+ tournaments have offical names, a classified feature makes them not possible to be revealed. There's more than just 7 though, but exactly how many there are or what these extras are is also classified.
-TournamentsThe game's 7+ tournaments that make this a game2%10.4/446.6
--Tournaments, first tournamentThe first tournament1%0.8/63.8
---Tournaments, first tournament, plansThe plans for the first tournament100%0.8/0.8
---Tournaments, first tournament, basic programmingThe programming for the fundamentals of the first tournament0%0/40
---Tournaments, first tournament, in-depth programmingThe programming for scoring and rank variations for the first tournament0%0/8
---Tournaments, first tournament, final testingThe in-depth, extensive testing for the first tournament0%0/15
--Tournaments, second tournamentThe second tournament1%0.8/63.8
---Tournaments, second tournament, plansThe plans for the second tournament100%0.8/0.8
---Tournaments, second tournament, basic programmingThe programming for the fundamentals of the second tournament0%0/40
---Tournaments, second tournament, in-depth programmingThe programming for scoring and rank variations for the second tournament0%0/8
---Tournaments, second tournament, final testingThe in-depth, extensive testing for the second tournament0%0/15
--Tournaments, third tournamentThe third tournament1%0.8/63.8
---Tournaments, third tournament, plansThe plans for the third tournament100%0.8/0.8
---Tournaments, third tournament, basic programmingThe programming for the fundamentals of the third tournament0%0/40
---Tournaments, third tournament, in-depth programmingThe programming for scoring and rank variations for the third tournament0%0/8
---Tournaments, third tournament, final testingThe in-depth, extensive testing for the third tournament0%0/15
--Tournaments, fourth tournamentThe fourth tournament1%0.8/63.8
---Tournaments, fourth tournament, plansThe plans for the fourth tournament100%0.8/0.8
---Tournaments, fourth tournament, basic programmingThe programming for the fundamentals of the fourth tournament0%0/40
---Tournaments, fourth tournament, in-depth programmingThe programming for scoring and rank variations for the fourth tournament0%0/8
---Tournaments, fourth tournament, final testingThe in-depth, extensive testing for the fourth tournament0%0/15
--Tournaments, fifth tournamentThe fifth tournament1%0.8/63.8
---Tournaments, fifth tournament, plansThe plans for the fifth tournament100%0.8/0.8
---Tournaments, fifth tournament, basic programmingThe programming for the fundamentals of the fifth tournament0%0/40
---Tournaments, fifth tournament, in-depth programmingThe programming for scoring and rank variations for the fifth tournament0%0/8
---Tournaments, fifth tournament, final testingThe in-depth, extensive testing for the fifth tournament0%0/15
--Tournaments, sixth tournamentThe sixth tournament1%0.8/63.8
---Tournaments, sixth tournament, plansThe plans for the sixth tournament100%0.8/0.8
---Tournaments, sixth tournament, basic programmingThe programming for the fundamentals of the sixth tournament0%0/40
---Tournaments, sixth tournament, in-depth programmingThe programming for scoring and rank variations for the sixth tournament0%0/8
---Tournaments, sixth tournament, final testingThe in-depth, extensive testing for the sixth tournament0%0/15
--Tournaments, seventh tournamentThe seventh tournament1%0.8/63.8
---Tournaments, seventh tournament, plansThe plans for the seventh tournament100%0.8/0.8
---Tournaments, seventh tournament, basic programmingThe programming for the fundamentals of the seventh tournament0%0/40
---Tournaments, seventh tournament, in-depth programmingThe programming for scoring and rank variations for the seventh tournament0%0/8
---Tournaments, seventh tournament, final testingThe in-depth, extensive testing for the seventh tournament0%0/15
-Practice modeUsed to allow players to practice a specific challenge to help increase the rank6%0.5/8.5
--Practice mode, plansThe plans for how practice mode works100%0.5/0.5
--Practice mode, programmingThe programming to allow practice mode to work0%0/3
--Practice mode, final testingIn-depth testing to make sure practice mode works properly0%0/5
-Exploration modeUsed to allow players to do whatever they want without having to follow rules9%0.2/2.3
--Exploration mode, plansUsed to allow players to do whatever they want without having to follow rules100%0.2/0.2
--Exploration mode, programmingThe programming for exploration mode0%0/0.1
--Exploration mode, final testingIn-depth testing to make sure practice mode works properly0%0/2
-Challenge imagesThe images to be used with challenges0%0/5
--Challenge images, start/finish linesThe images for the start and finish lines0%0/3
--Challenge images, other imagesVarious other images used for challenges0%0/2
-Classified featuresFeatures kept secret until either the game is near completion or I release the details37%4.1/11
--Classified features, ID 0001???17%0.5/3
--Classified features, ID 0002???45%3.6/8
---Classified features, ID 0002, imagesImages involving classified feature ID 000290%3.6/4
----Classified features, ID 0002, images, image 1The first image involving classified feature ID 0002100%1.6/1.6
---Classified features, ID 0002, images, image 2The second image involving classified feature ID 0002100%2/2
---Classified features, ID 0002, images, image 3The third image involving classified feature ID 00020%0/0.4
---Classified features, ID 0002, otherOther things involving classified feature ID 00020%0/4
Menus (5.1 of 28.1 pts, 18%)
The menus aren't the typical Windows menus you see, rather, they are a custom-designed textual and graphical system where, like a Windows menu, you can configure many aspects of the game, including things normally not configurable like the color of the water and to greater precision than the keyboard shortcuts offer. Compared to 2.4, there's now going to be a more graphical interface such a keyboard for basic input, a calculator for numerical input, a green traffic light to indicate that the game will start, etc..
Basic planningBasic concepts and ideas100%0.1/0.1
Detailed planningIn-depth planning for fine details100%1/1
General user interface (0.7 of 2.3 pts, 30%)
The user interface of the menus is what makes the menus easy to use. 2.4 used a text-only system and worked in the way much like the motherboard's BIOS. 3.0 is pretty much the same in terms of the text and general navigation, but there is one key difference - the use of icons. The fonts are also a bit different along with the menu headers.
-General user interfaceThe menu's user interface30%0.7/2.3
--General user interface, plansIn-depth plans for the menu's general user interface88%0.7/0.8
--General user interface, iconsThe various icons used to enhance the user interface0%0/1
--General user interface, programmingThe programming for the menu's general user interface0%0/1.5
-The optionsThe options on the menu18%3.3/18.7
Play (0.2 of 1 pt, 20%)
Want to start playing the game? Choose this option to start a new tournament, practice, or just explore.
--The options, playThe "play" menu and its suboptions20%0.2/1
---The options, play, plansThe in-depth plans for the play menu and its suboptions100%0.2/0.2
---The options, play, programmingThe general programming for the play menu and its suboptions0%0/0.8
Tutorial (0.1 of 0.5 pts, 20%)
First time playing? The tutorial is a good place to start. Want to just get the extreme basics and skip the science-fiction lessons? The quick run is just for you. Press this key to jump. Press that one to glide. Press this one over here to use the bounce stomp. That's all there is too it. The expected run time is only 4 to 5 minutes.
--The options, tutorialThe "tutorial" menu and its suboptions20%0.1/0.5
---The options, tutorial, plansThe in-depth plans for the "tutorial" menu and its suboptions100%0.1/0.1
---The options, tutorial, programmingThe general programming for the "tutorial" menu and its suboptions0%0/0.4
Teleport (1.5 of 2.5 pts, 60%)
Normally, insta-teleport is used to take you to the starting line in seconds no matter where you are or what you're up to. How about going wherever you want? The teleport menu is just for that very thing. Select your region (county) then the area within it and you're there in seconds!
--The options, teleportThe "teleport" menu and its suboptions60%1.5/2.5
---The options, teleport, plansThe in-depth plans for the "teleport" menu and its suboptions100%1.5/1.5
---The options, teleport, programmingThe general programming for the "teleport" menu and its suboptions0%0/1
Configuration (0.6 of 7.7 pts, 8%)
2.4's configuration menu was vast. 3.0 is no different although things outside the scenery are more plentiful. From adjusting the scaling (size and distance), speed, and heights of objects to setting the water color or ground drawing resolution, there's plenty to choose from.
--The options, configurationThe "configuration" menu and its suboptions8%0.6/7.7
---The options, configuration, sceneryThe "configuration" menu's "scenery" suboption and its suboptions4%0.1/2.4
----The options, configuration, scenery, plansThe in-depth plans for the "configuration" menu's "scenery" suboption and its suboptions25%0.1/0.4
----The options, configuration, scenery, programmingThe general programming for the "configuration" menu's "scenery" suboption and its suboptions0%0/2
---The options, configuration, graphicsThe "configuration" menu's "graphics" suboption and its suboptions11%0.4/3.5
----The options, configuration, graphics, plansThe in-depth plans for the "configuration" menu's "graphics" suboption and its suboptions80%0.4/0.5
----The options, configuration, graphics, programmingThe general programming for the "configuration" menu's "graphics" suboption and its suboptions0%0/3
---The options, configuration, otherThe "configuration" menu's other options and their suboptions6%0.1/1.8
----The options, configuration, other, plansThe in-depth plans for the "configuration" menu's other suboptions and their suboptions33%0.1/0.3
----The options, configuration, other, programmingThe general programming for the configuration menu's other suboptions and their suboptions0%0/1.5
Classified option (0.3 of 1.5 pts, 20%)
Wouldn't you know it!? A feature that is completely hidden from the public and yet it's hinted at here! Until I reach the point at which this is being developed, this option will, unfortunately for you, remain hidden, classified. Only the developer (the one who wrote this text) knows exactly what it is.
--The options, classified optionA classified option with the menus20%0.3/1.5
---The options, classified option, plansThe plans for this classified option100%0.3/0.3
---The options, classified option, programmingThe general programming for this classified option0%0/1.2
Statistics (0.4 of 0.8 pts, 50%)
Want to know how high you've reached at your highest so far? How about the fastest speed you've ever reached? Maybe you're after the total amount of time you've spent playing the game or the time in gameplay adjusted for time control? Statistics gives you an in-depth look at just this and more.
--The options, statisticsThe "statistics" menu and its suboptions50%0.4/0.8
---The options, statistics, plansThe in-depth plans for the "statistics" menu and its suboptions80%0.4/0.5
---The options, statistics, programmingThe general programming for the "statistics" menu and its suboptions0%0/0.3
Save/load (0.1 of 0.3 pts, 33%)
Guess what happens when you don't save your progress and get a power outage or turn off without saving. Yep, all that hard-earned progress is lost for good. It can be made up for over time, but without this option, it's impossible over the long term, especially if you're after rank 8. This option is used to not only save your game (manually), you can load an existing one saved earlier.
--The options, save/loadThe "save/load" menu and its suboptions33%0.1/0.3
---The options, save/load, plansThe in-depth plans for the "save/load" menu and its suboptions100%0.1/0.1
---The options, save/load, programmingThe general programming for the "save/load" menu and its suboptions0%0/0.2
About (0.1 of 1.3 pts, 8%)
2.4 went into excess for this. 3.0 has significantly fewer options but still contains the primary essential item - version and edition. This is very useful for tech support should you run into problems.
--The options, aboutThe "about" menu and its suboptions8%0.1/1.3
---The options, about, plansThe in-depth plans for the "about" menu and its suboptions33%0.1/0.3
---The options, about, programmingThe general programming for the "about" menu and its suboptions0%0/1
Beta stuff (0 of 2.4 pts, 0%)
When public betas are released, or in the development version, this menu item allows access to special areas, most of which just brings up various debug panels showing various variables, many of which not otherwise known. A beta release is released before the main one, but is expected to have more bugs and is thus only for more advanced users.
--The options, beta stuffThe "beta stuff" menu and its suboptions0%0/2.4
---The options, beta stuff, plansThe in-depth plans for the "beta stuff" menu and its suboptions0%0/0.4
---The options, beta stuff, programmingThe general programming for the "beta stuff" menu and its suboptions0%0/2
Buy this game (0 of 0.5 pts, 0%)
This option is only available in the free edition. It allows you to purchase the full edition using your default browser. Full edition users don't have this option listed at all since they've already paid for it and don't need to pay for it again.
--The options, buy this gameThe "buy this game" menu and its suboptions0%0/0.5
---The options, buy this game, plansThe in-depth plans for the "buy this game" menu and its suboptions0%0/0.1
---The options, buy this game, programmingThe general programming for the "buy this game" menu and its suboptions0%0/0.4
Exit (0 of 0.2 pts, 0%)
Need to go to the store, to work, to school, catch a few dozen Z's, or do other things on your computer? This option will allow you to quit the game. If you haven't saved in more than a few seconds, a warning will appear asking if you want to save. You'll always be asked if you are sure you want to quit.
--The options, exitThe exit menu and its suboptions0%0/0.2
---The options, exit, plansThe in-depth plans for the exit menu and its suboptions100%0/0‡†
---The options, exit, programmingThe general programming for the exit menu and its suboptions0%0/0.2
-Final testingIn-depth testing of the menus0%0/6
Other features (4.6 of 100 pts, 5%)
These are various other features that don't fit the other categories that well. While some, like saving or the tutorial would be handy, others, like the horizon indicator or the video recorder may not. Compared to 2.4, these don't have much of a change, though time control has more flexibility and the tutorials are totally redesigned.
Basic planningBasic concepts and ideas100%0.2/0.2
Detailed planning***In-depth planning for fine details80%0.8/1
Horizon indicator (0.2 of 0.2 pts, 100%)
Where is that horizon located? The horizon indicator answers this. With 2.4's flat ground, the horizon indicator was handy to have. With 3.0's slopes and more varied landscape, the horizon indicator is now of little use. Taking this role, instead, is the terrain map (see the "on-screen data" section). In 3.0, it's now a "just for curiosity" case.
-Horizon indicatorThe horizon indicator marking the horizon100%0.2/0.2
--Horizon indicator, plansThe in-depth plans for the horizon indicator100%0.1/0.1
--Horizon indicator, imagesThe very simple horizonal black line spanning across the screen's vertical center.100%0/0‡†
--Horizon indicator, programmingThe programming for the horizon indicator100%0.1/0.1
Time control (0.1 of 4.1 pts, 2%)
Hey! Who invented the time machine? I wanna ride it! Unfortunately, it's just a special ability of the character, who can manipulate the flow of time, but only forward. 2.4 had this, but below normal time resulted in a reduced frame rate. 3.0 does not have this problem at all and instead of powers of 2 only, anything from 0.01 to 100x time is allowed, including 0.918245107x time. It's useful for fine-precision jumping (the slow end) or cutting out long waits (the fast end).
-Time controlFor controlling time2%0.1/4.1
--Time control, plansThe in-depth plans for time control100%0.1/0.1
--Time control, programmingThe programming for time control0%0/4
Time advance mode (0.4 of 0.5 pts, 80%)
Stopping time and using a key to advance the time slowly makes for great use of those very tricky jumps at mach 3 speeds where timing is absolutely essential. 2.4 had this as well, but unlike 2.4, of which advances on the frame, 3.0 supports submillisecond-precise time advancements.
-Time advance modeFor advancing a set amount of time per key press80%0.4/0.5
--Time advance mode, plansThe in-depth plans for time advance mode100%0.1/0.1
--Time advance mode, programmingThe programming for time advance mode0%0/0.4
Video recorder (0.6 of 2.8 pts, 21%)
So you're into recording videos of your crazy stunts. Nice! But there's a problem: standard programs cause very heavy CPU usage and short of paying for nicer ones, they're often limiting. How would you like to have the base recording at 480 fps with hardly any CPU usage, until the video is processed? 480 fps is used for motion blur effects. Logging positions and other info is all that's needed. The bitmap-writing comes later when it's not needed. I don't know how to go about using codecs, however....
-Video recorderRecord videos of your actions and stunts21%0.6/2.8
--Horizon indicator, plansThe in-depth plans for the video recorder75%0.6/0.8
--Horizon indicator, programmingThe programming for the video recorder0%0/2
Demo (0.2 of 9 pts, 2%)
Bored? Want to watch the computer do whatever it feels like? Perhaps, maybe, you could learn a thing or two by closely watching what the computer does. Earlier, for 2.4, I planned on having this, but I didn't know how to do it. Now that I do, using a grouping system, I do and I can add it. The screensaver edition, if added, is always in demo mode.
-DemoThe computer plays around, like a screensaver2%0.2/9
--Demo, plansThe in-depth plans for the demo20%0.2/1
--Demo, programmingThe programming for the demo0%0/8
Tutorial (2 of 71 pts, 3%)
Need to learn the basics? The tutorial is the best place to start. There are four main chapters with several lessons within each lesson. Want to skip the lessons, even though you can control the amount of detail? The quick run tutorial will get you up and going in just five short minutes. Knowing 2.4, creating the lessons is indeed going to take quite a while, a few days even.
-TutorialThe interactive tutorial3%2/71
--Tutorial, plansThe in-depth plans for the tutorial100%2/2
--Tutorial, imagesThe images needed for the tutorial0%0/2
--Tutorial, programmingThe programming for the tutorial0%0/67
---Tutorial, programming, chapter 1The first chapter for the tutorial, fundamentals0%0/8
---Tutorial, programming, chapter 2The second chapter for the tutorial, controls0%0/20
---Tutorial, programming, chapter 3The third chapter for the tutorial, other features0%0/5
---Tutorial, programming, chapter 4The fourth chapter for the tutorial, challenges0%0/10
---Tutorial, programming, quick runA quick 5-minute run at the controls0%0/2
Saving (0.1 of 1.2 pts, 8%)
What fun is it when the power goes out or there was no such option as saving your progress? It's not fun at all, having to make up for that lost effort. Saving is essential and thus, it has been included, like with 2.4, into the 3.0 version.
-SavingSaving the game8%0.1/1.2
--Saving, plansThe in-depth plans for saving the game50%0.1/0.2
--Saving, programmingThe programming for saving the game0%0/1
-Final testingIn-depth testing of the other features0%0/10
Learning new programming (0.8 of 4 pts, 20%)
I have yet to learn 3 otherwise very useful (but not required) programming-related things. While I can go without these, the frame rate will not be acceptable if I followed all of my given plans. Learning these offers many benefits and would be useful not only in this game, but any other programs (and plug-ins) I make.
Dynamic-sized arrays (0.8 of 1 pt, 80%)
In C programming, arrays are defined as "int VariableName[51200]" for an array of int variable types (signed 32-bit) to contain 51,200 elements. When accessing the first element, you go "VariableName[0] = 8;". The last is "VariableName[51199] = -42;". Dynamic-sized arrays would have the number in brackets, in a sense, change while the program is running. Malloc and realloc answer this. Efforts were made, but encountered problems that I know the fix for but haven't gotten to doing yet. This is most useful when it comes to changing the resolution.
Dynamic-sized arraysLearn how to dynamically change the size of arrays80%0.8/1
Run in full-screen mode (0 of 1 pt, 0%)
Many games, if not all, do this. Even some non-game programs allow for it. I've always wondered how this could be done outside Gamestudio, and it seems that only DirectX is the solution. While windowed mode allows for unrestricted resolutions (even something like 614x1381), fullscreen does not where standards must be used (like 1024x768 or 1680x1050).
Run in full-screen modeBe able to run the game in full-screen mode instead of just windowed mode0%0/1
Use hardware acceleration (0 of 2 pts, 0%)
Without hardware acceleration, you'd be playing the game at 1 frame per minute, absolutely not worthy. With it, you could be playing at maximum graphical quality (including lots of decals) and potentially play at over 10,000 frames per second (according to tests and known cases) on a mid-range system. Not only that, but I can also include the originally-planned antialiasing I wanted along with doing the drawing and stuff using my own functions instead of prebuilt ones. DirectX is the only known solution. SDL (Simple DirectMedia Layer) was the original, but I didn't like the terms for commercial use.
Use hardware accelerationUsed for high-speed processing of tasks, especially for drawing in my case0%0/2
Help file (2.6 of 10.5 pts, 5%)
If you're having trouble getting the game to work properly or don't know how to move around or navigate the menus, consult the help file. Though the help file only briefly explains the controls and the game in general, it goes in greater depth for troubleshooting-related content such as crashes or errors. The in-game interactive tutorial explains the basics in great detail.
Basic planningBasic concepts and ideas100%0.2/0.2
Detailed planningIn-depth planning for fine details100%0.5/0.5
-Update the help fileUpdate the help file to account for the new features and enhancements30%1.9/9.8
--Update the help file, basicsUpdate the "basics" section of the help file0%0.2/0.8
--Update the help file, exploringUpdate the "exploring" section of the help file0%0.3/1.2
--Update the help file, tournamentsUpdate the "tournaments" section of the help file0%0.5/2
--Update the help file, other featuresUpdate the "other features" section of the help file0%0.2/0.8
--Update the help file, troubleshootingUpdate the "troubleshooting" section of the help file0%0.1/2
--Update the help file, developmentUpdate the "development" section of the help file0%0.6/1.2
--Update the help file, create the sample imagesUpdate/add more images (screenshots) in the help file0%0/1
-Final testingIn-depth testing of the help file to make sure it works properly0%0/0.8
Installer (0 of 6 pts, 0%)
Although an installer is not required, it has many benefits: a more user-friendly license agreement acceptance system, a shortcut on the desktop and/or start menu for quicker and easier access, an uninstaller that removes the program from your computer, and it places everything in the more Windows-traditional place rather than where you unzip it (configurable of course) - C:\Program Files\*.
Basic planningBasic concepts and ideas40%0/0.1
Detailed planningIn-depth planning for fine details0%0/0.4
-Create the installer***Create the installer so the application can be easily installed0%0/4.5
--Create the installer, user interface programmingThe programming for the user interface for the installer0%0/1
--Create the installer, general programminggeneral programming for the installer0%0/3
--Create the installer, imagesThe images to be included in the installer0%0/0.5
-Final testingIn-depth testing of the installer0%0/1


Table footnotes:
* Stamps indicate whether something is currently being worked on, is finished, has been postponed, stalled, or rejected. Here's what each stamp means:

This part is unfinished but has neither been stalled, delayed, nor rejected. It's basically "waiting" to be processed.
I am, at the time of the last update to this document (see the very top), working on this part. It will likely become any of the next 3 stamps. There may be multiple such stamps placed in a related area.
I have finished this part, but changes in plans may cause a previously finished part to no longer be finished. This is, by far, the most common.
Progress has been made toward this but I ran into a problem such as an unexplained bug or negative motive that prevents any further progress. Until the problem is resolved or motive gets out of negative territory, progress cannot continue. One of the two stamps that follow below will likely be added in addition to this stamp:

This part has been put off to another update than the current. This is fairly rare and there's still a chance it may find its way into the current release from renewed motivation.
I've decided to no longer include this part any time soon. It may find it's way into an update a ways into the future, but this and the stamp itself are quite rare. There's usually a good reason why - check the footnote(s).

** The difference between these is mostly straight forward. Basic planning is just a rough idea. I want mountains, hills, and 3D-behaving lakes for the background and the character should have images for each ability used. These are basic details and aren't really in any considerable depth. Detailed planning is where I go into the fine details such as how high the mountains and hills should be, their scaling, or what the character looks like for each action (and overall such as shirt or hair color).
*** Because I don't have the basic and/or in-depth plans for the various layers, expansion is not easily possible until the various layers have been planned.
† Completion is split into two aspects, the percentage, and the points. Each expected hour that this part will take is worth 1 point. If something has 50 total points, that means about 50 total hours are expected. The number of days this will take depends on the activity level. The percentages for the single aspects are based solely on time spent and is more accurate than the points representation. For a header, the percentage of completion is simply based on the number of points gained.
‡ This is rejected for one reason - it's barely a half pixel tall at the highest! My plans show up as it being 0.514 of a pixel for the max which is so small, it'd otherwise camouflage with the background very well. The opacity is about 30% (less than 50% due to the fact they aren't all exactly level, rather, there's dips and valleys giving a full range of about 17 to 51% and not all hills are the same height) and random greens on random greens, well, you pretty much won't see it without looking very carefully. Layer 20 of the hills before the lakes, however, is 1.958 pixels and is noticeable, but barely. Layer 2 of this group is only slightly bigger at 2.304 pixels. Pixel heights are based on the maximum allowed height for the group, the average is about 90% of that. This, originally, would've only taken about 30 minutes' time and otherwise almost no effect on the "points needed", at least, compared with the others.
†† The items within this group are done automatically through the use of a side program. The points for it is based mainly on the amount of time needed to get the program in working order and to produce the output. The individual elements are considered to have 0 points as they'd be simply fractions of a second.
‡† This item shows 0/0 for one reason - it's expected to take a very short amount of time to do, under 3 minutes.

9.1.4 The Supernatural Olympics version 3.x - the highly enhanced full remake of my high-speed action game
9.1.4-1 What is the game? - an introduction to the game and it's features
9.1.4-2 Feature comparison chart - a quick overview comparing each editions' features
9.1.4-3 Going 2.5D - the numerous advantages for taking a 2.5D approach instead of 2D only
9.1.4-4 Scenery features - features related to the game's scenery
9.1.4-5 Special features - the game's special features
9.1.4-6 Special abilities - explains the various special abilities
9.1.4-7 Special effects - explains what the various special effects are
9.1.4-8 Tournaments and challenges - details about the tournaments, challenges, and ranks
9.1.4-9 General features - various other features
9.1.4-10 System requirements - what the minimum and recommended system requirements are
9.1.4-11 End user license agreement - read this first before using the software or it's components
9.1.4-12 Ten reasons to upgrade - the top ten reasons to upgrade to the full edition
9.1.4-13 Buy, download, and install - how to buy the game, download it (including the manual and old versions), and install it
9.1.4-14 Frequently Asked Questions (FAQ) - some common questions that may be asked frequently
9.1.4-15 Support, bug reports, and updates/upgrades - how to obtain support, file bug reports, and what updates/upgrades are
9.1.4-16 Development progress checklist - an in-depth checklist for things I need to do before the next release becomes available
9.1.4-17 Future plans and features - features planned for the future and the game's general future

Footnotes:
* This indicates about how active I am with the project as of the last "progress last update" time. Here's the scale used to help gauge completion (times are based on the total time needed, based on 1327.9 hours - if 80% done, the times are only 20% of what is given):

LevelDescriptionRate*Completion
Time**
Stopped***No progress has been made in a week or is incredibly slow, it'll happen due to active neutralization but passive neutralization will get me back at it again< 0.1at least 36 1/3 years
Very lowProgress is being made at a snail's pace0.57 1/4 years
LowProgress is walking along calmly1.529 1/12 months
Medium-low†Progress is riding along on a simple bike2.517 4/9 months
Medium†Progress is chugging along on an old steam-powered train, a moderate pace410 9/10 months
Medium-high†Progress is breezing by riding a car on an interstate highway67 1/4 months
HighProgress is racing along in a race car - I could still go faster if it weren't for forums and/or TV94 5/6 months
Very highProgress is going by in an jet as a blur - I'm avoiding TV, forums, and housework as much as possible123 5/8 months
MaximalProgress is going at a supersonic pace - I'm using time optimizations and going out of my way of anything as much as possible, even sleep162 5/7 months


Table footnotes:
* The rate is the number of points gained per day. 5 points per day means that 5 hours of my typical 13 to 15 hours available is being spent actually working on the game. Time spent on the forums, watching TV, or playing my games doesn't count, except if I'm waiting for something to process. Time spent figuring stuff out related to it does count.
** Time is the estimated amount of time (based on 1253.8 total points) that, if the rate specified is continued, this is how long the entire process will take from beginning to end. The overall completion means that there is this much less available. 30% completion with 7 months expected means about 5 months are left for release, if that rate continues.
*** The "stopped" level will occur for any of 3 major reasons. The first is if I'm in the process of updating my website, which can last from 2 to 8 days (depending on the time since the last update). The second is if too much involvement is sustained for too long of a duration (active neutralization) causing me to get bored of it. After time, usually weeks to a few months, I'll have the motive back again (passive neutralization) and I'll resume. The third reason is if I suddenly get involved with something else, usually a video game, and progress, in this case, will be either stopped, or, "very low". Usually, the reason is specified, unless I forgot to mention it.
† Medium-low is the lowest reasonable expected rate and medium-high is the highest reasonable expected rate. Medium is the average and is more likely going to be sustained. I'm targeting an average of 5 points per day (5 hours at it every day). I am, also, expecting periods where no progress is made at all for months and a few of such periods as well. It happened with the 2.4 version and I'm expecting it with the 3.0 version and any other games I make later on (of my own, not as likely if working for someone).

** Why not 2.5 as I originally mentioned? Traditionally, a major rewrite would have the high-level part of the version increase (the 2 in 2.4 becoming a 3). Version 1 was "The Interactive Animation". Version 2 was the Gamestudio version of "The Supernatural Olympics" and now, version 3 is the full remake in C.

*** Grade is basically how good the quality I feel it is for the best known version of it. Better quality means a reduced probability of needing a redo. Grades are only given for individualized elements and not elements with subsections. For something in progress, it's how it's appearing to be. As an example to what I mean, a "B+" for an artwork element means that the image is of excellent quality with a very low chance of it being redone though there could still be some improvements. An "X" is used whenever the item has yet to be completed and thus, no direct grade is possible. As soon as it gets started, however, it'll eventually get a grade other than X. Here's what the grades are, their stamps, and other details and notes about them:

Grade
stamp
Overall
quality
Redo likelihoodNotes
ArtworkOther
UltimateMinimalMinimalExtremely rare outside simpletons - I feel I cannot do any better without dedicated training.
SuperiorMinimalVery low-
ExcellentVery lowLow-
GreatVery lowModerately low-
GreatLowModerately low-
GoodModerately lowModerateMinimum accepted for non-artwork elements.
FairModerately lowModerately high-
FairModerateModerately highMinimum accepted for artwork elements.
PoorModerately highHigh-
PoorModerately highVery High-
TerribleHighMaximal-
TerribleVery HighMaximal-
HorribleMaximalMaximalFailing and a redo is guaranteed.
UnknownUnknownUnknownGrade doesn't apply or element is unfinished.