Game: Need For Horse
Name: Loo Yan Long
Admin: 053305S
Week 1-2
Brainstorming of ideas. Realise that its quite a difficult project. We have to complete this game by 15 weeks. We need to consider the time limit factor while brainstorming for a game. And adding to our problems are not all of the game elements had been taught at this point of time. We haven't even learn how to load a 3D model. We decided to make a simple game 1st and adding more complex feature IF we have the time.
Week 3
Tried to do GUI for the game. Its not as easy as I thought. We learned about how to edit some word button from one of the practical. But when we try to impletement the codes on our game , it just seems to stop working. The main problem was the game framework we are using are using OO style programing with many classes whereas the practical was not written with OO style thus a lot of error came out when we try to port the codes over.
After wasting many hours on trail and error, I decided to use another method. I use codes to print out the x and y location of the mouse on screen. I save those value and hardcode them into the game. By knowing the position of the mouse, I can find out the area that the button is located and hardcode the function of the button into that area. This create a mouseover effect for the button.
Eventually I realise that games really should not be hardcoded. Because the mouse position taken in at resolution 800 X 600 is different from the mouse poistion taken at fullscreen mode so this will cause the button to malfunction in full screen mode. Hardcoding are bad.
Week4
Practical for this week gives us a basic framework which is in OO style. Problem is with this framework, NYPframework cannot be used. Wasted few days keep trying to solve the error. Did everything I could. Including setting the linker and stuff in the visual studio.NET. But it still doesn't work.
Gave up on NYPframework so went online to search for bitmap loader. Found a example on NEHE website. Downloaded the example and try. It crashes my window XP. After restarting my computer, I have to re-activate windows XP. 1st Time I saw such a serious error with windows. Note to self and other team member : Do NOT download codes from NEHE. Jus copy and paste from their webpage. Just to be safe. Their program nearrly destroy my whole windows.
Other team members eventually managed to find a bitmap loader. We can now load a simple game level into the game with all those graphics. But the loader cannot load tga files. I hope we don't need anything transparent for this game project. If we need to use tga, we will have to find another texture loader.
Week 5-6
Created the in-game GUI. Now we can display Speed, Health and Endurance. Also created a function to calculate the Frames per second for our game. Was amazed that our FPS was average less than 20fps on my com. I wonder why half-life 2 have better graphics than our game yet their fps can be higher than our 20fps.
Did some optimizing with all team members. We managed to make our frame rates better by loading our graphics one time instead of loading it in every loop. Also make some function to load one time when it 1st started as its not needed to load on every frame. Also did the function to draw the bounding box for our horse and for our item box. The box should help in Collision detection.
However, my GUI now can only display everything in words and number. Everything is in words. Very dull. I want to use graphics for GUI but somehow it doesn't work. I try to render a picture of a health bar and try to paste it to screen using glOrtho and glRasterPos2d but somehow it will not be displayed. Still trying to paste some graphics on GUI... I need help. On theory, it should work... But somehow I still couldn't get graphics to work with GUI. HELP~~
Week 7
Made the bounding box to be able to disappear when u press the button "B". Also did the GUI for all 3 types of ammo. But the problem is that my GUI is still in words and number. I still cannot load graphics.
I tried loading the graphic of the bar to the gameworld and it can be displayed without any problem. But once I tried to use glOrtho and glRasterPos2d, the game will have problems. Not only does the bar is missing, it causes the other 3D models to lose their texture and change to black colour.
Wasted too much time trying to make graphic GUI. I cant find related info on the internet. Guess I have to ask other teams for help. If this problem drag on, I will become a burden to the team. Our team already got a burden. I don't want to be our team's 2nd burden.
Week8-9
Did the new GUI for the game. Still without graphics. Sad. I still don't know how to load a graphic. But managed to use [][][][][] to show our Health and Endurance bar. Help in some colli detection for the obstacle. Created the colli detection for enemy with the player. Did the function to spawn enemy horses.
Week10-11
Did the framework for AI. Created all the variables needed for the AI to work with. Created most basic function to take in all the variables needed from the gameworld. Set the different state such as aggressive, defensive & racing. Did the framework for most of the state which allows other team member to write in the function if needed. There is 10 different state so each of us might do 3 to 4 of the state.
And our team found out something shocking. Mr Lee Zhi Wei of our team does not have visual C++ at home. He claims he uses notepad to write the codes. I am extremely piss off by his working attitude. Can your notepad complie C++ codes ? I don't think so. For the whole 11 weeks he did no coding. Our team is having hard time to finish this project on time. The 3 of us keep working overtime on our codes. We do until 1am to 2am in the morning. I am going crazy soon. And the funny thing was he got the same grade as us while he did nothing at all. Since week 1 he says he will do the codes for sound and AI. Now its week 11 and he still can't give us a line of code.
Week12-13
Continue to work on the state machine. Wei kar have optimise the state machine until only 4 states are needed. It's more efficient. Created 3 functions to sense whether enemy, items and obstacles are nearby. Those 3 functions are the core functions needed to change the state.
Also completed the state for avoid obstacle. Once the AI sense the obstacle nearby and its right infront of him blocking him, it will jump over the obstacle to avoid collision with the obstacle. The shooting state is only 80% done. We can sense enemy and attack the attack. Only problem is the rate of fire. The AI can shoot more den 5 bullets per sec. Makes the handgun behave like machine gun... LOL. Going to fine tune it tomorrow in school with the rest of my team mates.
Wasted many hours debugging our game... Got some funny exit error in our game. Search the web and found the solution... We need to include some stdlib.h 1st before glut.h... Wierd error. And some careless mistake made all the angle calculation wrong... I need to cout all the values at different part of the code to check it... In the end I realise I never call the function needed to take in some value from other cpp files... Careless... And on the way I found many functions which i wrote a few weeks ago which I thought will be needed but actually is not really needed... So deleted them away. At least our game is optimised a bit more... haha...
Name: Loo Yan Long
Admin: 053305S
Week 1-2
Brainstorming of ideas. Realise that its quite a difficult project. We have to complete this game by 15 weeks. We need to consider the time limit factor while brainstorming for a game. And adding to our problems are not all of the game elements had been taught at this point of time. We haven't even learn how to load a 3D model. We decided to make a simple game 1st and adding more complex feature IF we have the time.
Week 3
Tried to do GUI for the game. Its not as easy as I thought. We learned about how to edit some word button from one of the practical. But when we try to impletement the codes on our game , it just seems to stop working. The main problem was the game framework we are using are using OO style programing with many classes whereas the practical was not written with OO style thus a lot of error came out when we try to port the codes over.
After wasting many hours on trail and error, I decided to use another method. I use codes to print out the x and y location of the mouse on screen. I save those value and hardcode them into the game. By knowing the position of the mouse, I can find out the area that the button is located and hardcode the function of the button into that area. This create a mouseover effect for the button.
Eventually I realise that games really should not be hardcoded. Because the mouse position taken in at resolution 800 X 600 is different from the mouse poistion taken at fullscreen mode so this will cause the button to malfunction in full screen mode. Hardcoding are bad.
Week4
Practical for this week gives us a basic framework which is in OO style. Problem is with this framework, NYPframework cannot be used. Wasted few days keep trying to solve the error. Did everything I could. Including setting the linker and stuff in the visual studio.NET. But it still doesn't work.
Gave up on NYPframework so went online to search for bitmap loader. Found a example on NEHE website. Downloaded the example and try. It crashes my window XP. After restarting my computer, I have to re-activate windows XP. 1st Time I saw such a serious error with windows. Note to self and other team member : Do NOT download codes from NEHE. Jus copy and paste from their webpage. Just to be safe. Their program nearrly destroy my whole windows.
Other team members eventually managed to find a bitmap loader. We can now load a simple game level into the game with all those graphics. But the loader cannot load tga files. I hope we don't need anything transparent for this game project. If we need to use tga, we will have to find another texture loader.
Week 5-6
Created the in-game GUI. Now we can display Speed, Health and Endurance. Also created a function to calculate the Frames per second for our game. Was amazed that our FPS was average less than 20fps on my com. I wonder why half-life 2 have better graphics than our game yet their fps can be higher than our 20fps.
Did some optimizing with all team members. We managed to make our frame rates better by loading our graphics one time instead of loading it in every loop. Also make some function to load one time when it 1st started as its not needed to load on every frame. Also did the function to draw the bounding box for our horse and for our item box. The box should help in Collision detection.
However, my GUI now can only display everything in words and number. Everything is in words. Very dull. I want to use graphics for GUI but somehow it doesn't work. I try to render a picture of a health bar and try to paste it to screen using glOrtho and glRasterPos2d but somehow it will not be displayed. Still trying to paste some graphics on GUI... I need help. On theory, it should work... But somehow I still couldn't get graphics to work with GUI. HELP~~
Week 7
Made the bounding box to be able to disappear when u press the button "B". Also did the GUI for all 3 types of ammo. But the problem is that my GUI is still in words and number. I still cannot load graphics.
I tried loading the graphic of the bar to the gameworld and it can be displayed without any problem. But once I tried to use glOrtho and glRasterPos2d, the game will have problems. Not only does the bar is missing, it causes the other 3D models to lose their texture and change to black colour.
Wasted too much time trying to make graphic GUI. I cant find related info on the internet. Guess I have to ask other teams for help. If this problem drag on, I will become a burden to the team. Our team already got a burden. I don't want to be our team's 2nd burden.
Week8-9
Did the new GUI for the game. Still without graphics. Sad. I still don't know how to load a graphic. But managed to use [][][][][] to show our Health and Endurance bar. Help in some colli detection for the obstacle. Created the colli detection for enemy with the player. Did the function to spawn enemy horses.
Week10-11
Did the framework for AI. Created all the variables needed for the AI to work with. Created most basic function to take in all the variables needed from the gameworld. Set the different state such as aggressive, defensive & racing. Did the framework for most of the state which allows other team member to write in the function if needed. There is 10 different state so each of us might do 3 to 4 of the state.
And our team found out something shocking. Mr Lee Zhi Wei of our team does not have visual C++ at home. He claims he uses notepad to write the codes. I am extremely piss off by his working attitude. Can your notepad complie C++ codes ? I don't think so. For the whole 11 weeks he did no coding. Our team is having hard time to finish this project on time. The 3 of us keep working overtime on our codes. We do until 1am to 2am in the morning. I am going crazy soon. And the funny thing was he got the same grade as us while he did nothing at all. Since week 1 he says he will do the codes for sound and AI. Now its week 11 and he still can't give us a line of code.
Week12-13
Continue to work on the state machine. Wei kar have optimise the state machine until only 4 states are needed. It's more efficient. Created 3 functions to sense whether enemy, items and obstacles are nearby. Those 3 functions are the core functions needed to change the state.
Also completed the state for avoid obstacle. Once the AI sense the obstacle nearby and its right infront of him blocking him, it will jump over the obstacle to avoid collision with the obstacle. The shooting state is only 80% done. We can sense enemy and attack the attack. Only problem is the rate of fire. The AI can shoot more den 5 bullets per sec. Makes the handgun behave like machine gun... LOL. Going to fine tune it tomorrow in school with the rest of my team mates.
Wasted many hours debugging our game... Got some funny exit error in our game. Search the web and found the solution... We need to include some stdlib.h 1st before glut.h... Wierd error. And some careless mistake made all the angle calculation wrong... I need to cout all the values at different part of the code to check it... In the end I realise I never call the function needed to take in some value from other cpp files... Careless... And on the way I found many functions which i wrote a few weeks ago which I thought will be needed but actually is not really needed... So deleted them away. At least our game is optimised a bit more... haha...
Game: Need For Horse
Name: Yan Wye Huong
Admin: 054071F
Week 1 - 2
Brainstorming.. nth much.. except being very excited about our game without considering the fact that we hadn't learnt anything at all.
Week 2 - 3
yes.. found a few cute graphics for GUI as well as a temporary horse model from the net. Fiddled with some code until i gave up and left it to my team mates to help.. mostly done by yan long who's in charge of the GUI.
Week 4 - 5
Texture loader completed. Was initially having problems with the NYP framework until i finally gave up and went to look for my own texture loader.. finally made one out after 3 days of hard work! (Vesak day, saturday, sunday morning!) hahahaha.. did not play games for 3 days.. new record.. found a better looking horse.. edited it with milkshape by cutting off it's ears.. coz it was actually a donkey.
Found textures for the game world as well.. edited with paint at home again to make fences.. need collision detection though. still having problems on how to make the movement of the horse smooth.
Week 5 - 6
ya.. back to our project.. found a few gun models.. and boxes prepared to be loaded into the game as ammo boxes, bazookas and shotguns. Did a class item loader to load the crates in Object Oriented style.. and made a quad appear at the back of the horse to cover it's legs when it's moving, as it isn't animating. So we had to use a smokey texture and pretend that it's dust from the ground created by the running action of the horse. Did some adjustments to the world itself, as we used to need to turn one round as our world is positioned the wrong way. Now, once u start the game, straight in front of you is the track.
Soon i will be starting on the jumping algorithm which i think would be pretty hard to do. But i'll figure it out.. haha.
oh yea.. and our finishing line is done.. finally.. tot it would be ez.. so didnt realli went to do it. LOL.. but here it is, all red with a big FINISH over it. Basically made using quads.. sadly my computer can't seem to load it! must be my graphics card.. im so scared it gets overheated.. sad..
Project may be tough when fighting without a shield.. but it lets us see easier.. hahahhaa.. stupid.. i prefer the 3 legged dog one.. or maybe.. gun without trigger.. LOL.. crapping as always
Week 6 - 7
loaded items like ammo boxes.. and THE LATEST: hearts and HAY.. why hay? coz horses LOVE hay.. and once they eat hay, they speed up.. fast.. once again i'm with milkshape in the lonely weeknights.. i think i could graduate with a diploma in design.. yup.. scaled those models to perfection.. and did a jumping algorithm for the little horsie..
jumping algorithm sucks at first.. because i onli made it translate rigidly and constantly from one point to the other upon the touch of a button.. that wasn't very realistic. So i added gravity and stuff.. yea that's practically wad i did.. very tired now.. it's 11.32.. and my 2 other team mates are still digging.. i wonder what's the other one doing..
Week 8-9
Expanded the game world and made it look like we're inside a bigger piece of land. More space to run, except that the center portion may need some changes. For example, reducing player's speed when they run over the center portion.
I made a few fences (obstacles) for the horse to jump over. Fixed a few bugs regarding the horse being able to pass through the fence when running at full speed. Now the horse is running slower, but it doesnt crash through fences like a crazy horse..
Weikar did the checkpoints, and i merely moved them to their respective locations in the map. Check points are currently invisible, under the 4 corners of the map. An object model will soon be up to represent the checkpoints.
Week 10-11
Did the endurance bar(GUI) with yanlong.. made it correspond to the value running in the codes.
Still working on the A.I part.. funny when my other team mate told me he wanted to do it since week 1.. and now he says i can do it.. nevertheless, i'm still reading up on the Astar algorithm provided by Miss Dioselin.. starting to understand a little on the algorithm.
Was wondering if i should use Astar algorithm or stick to "follow the leader" algorithm since my map is within a boxed boundary.. hmm...
Week 11-12
Decided to use the Astar algorithm after much thinking.. haha.. so i did the pathfinding function for our game.. basically the Astar algorithm calculates the best path that the horse shuld take on a [11][11] grid. I implemented another [11][11] grid in the real world, hence dividing the game world into 11X11 equal squares, with the center of each square representing a coordinate in the real world.
So, every square will contain .x, .y and .z coordinates.. hence the double array wayPoints[11][11] stores all the coordinates in the world. Using the Astar array, i manage to extract the specific arrays that store the points that the Astar algorithm deem as best points.
If i had to store the array of coordinates one by one thru hardcoding.. that would be crazy. So i invented a function that would generate the coordinates and store them for me.. so.. 11X11 coordinates was stored using a simple generator.. HAHAHA..
The points are matched by Wei kar. Matching means using the specific points of the arrays in Astar and match it to the array i have (wayPoints[11][11]) and use the coordinates of the corresponding array. That way.. the horse can follow a path of coordinates and run.
For example.. Astar[1][1] match with: wayPoints[1][1]. Use coordinates in wayPoint[1][1].. store them in another separate array.
Next thing i did, was to resize the fences.. had to broaden them as the AI would run thru the sides if they were not close enuff together.. lol.. after the fences.
Week 12 -13
I had to implement sound again.. although i had told my team member zhi wei, specifically on 10th july 2006 that i needed him to do the codes for sound by friday latest, i had to do them myself as he didnt do them.
I remember clearly on a wednesday morning.. when he walk past me during lectures, i called out to him and ask him how's his progress regarding the sound codes. Reason is, i had to merge them by this week.. as all the other teams had sounds already. Instead, he turned around, gave me a thumbs up and said Good Luck. What The Hell? i don't get his meaning.. but certainly it isn't a good sign..
Sad thing is.. things he write in the company website are ridculous.. for example http://www.geocities.com/nyphorse/week10.html.. However i do not wish to pursue this matter as i had tried to help him by letting him have some parts of the project to do..
OK.. back to topic.. whatever i had done this week:
I used FMOD to do the sounds in our game.. NFH.. (need for horse). Was ok doing it, some parts required some understanding, but altogether it was FUN.. so it was quite funny as i included in chinese songs inside as the background music..
Basically, there's sounds for the weapons, the whipping, the shooting, the reloading, the hitting and the galloping. Also, background music is included.. (as its not yet finalised, so i used my own song.. which i think the other members also like.. hahahaha)
Rest of the A.I is being worked on by my other members..
Name: Yan Wye Huong
Admin: 054071F
Week 1 - 2
Brainstorming.. nth much.. except being very excited about our game without considering the fact that we hadn't learnt anything at all.
Week 2 - 3
yes.. found a few cute graphics for GUI as well as a temporary horse model from the net. Fiddled with some code until i gave up and left it to my team mates to help.. mostly done by yan long who's in charge of the GUI.
Week 4 - 5
Texture loader completed. Was initially having problems with the NYP framework until i finally gave up and went to look for my own texture loader.. finally made one out after 3 days of hard work! (Vesak day, saturday, sunday morning!) hahahaha.. did not play games for 3 days.. new record.. found a better looking horse.. edited it with milkshape by cutting off it's ears.. coz it was actually a donkey.
Found textures for the game world as well.. edited with paint at home again to make fences.. need collision detection though. still having problems on how to make the movement of the horse smooth.
Week 5 - 6
ya.. back to our project.. found a few gun models.. and boxes prepared to be loaded into the game as ammo boxes, bazookas and shotguns. Did a class item loader to load the crates in Object Oriented style.. and made a quad appear at the back of the horse to cover it's legs when it's moving, as it isn't animating. So we had to use a smokey texture and pretend that it's dust from the ground created by the running action of the horse. Did some adjustments to the world itself, as we used to need to turn one round as our world is positioned the wrong way. Now, once u start the game, straight in front of you is the track.
Soon i will be starting on the jumping algorithm which i think would be pretty hard to do. But i'll figure it out.. haha.
oh yea.. and our finishing line is done.. finally.. tot it would be ez.. so didnt realli went to do it. LOL.. but here it is, all red with a big FINISH over it. Basically made using quads.. sadly my computer can't seem to load it! must be my graphics card.. im so scared it gets overheated.. sad..
Project may be tough when fighting without a shield.. but it lets us see easier.. hahahhaa.. stupid.. i prefer the 3 legged dog one.. or maybe.. gun without trigger.. LOL.. crapping as always
Week 6 - 7
loaded items like ammo boxes.. and THE LATEST: hearts and HAY.. why hay? coz horses LOVE hay.. and once they eat hay, they speed up.. fast.. once again i'm with milkshape in the lonely weeknights.. i think i could graduate with a diploma in design.. yup.. scaled those models to perfection.. and did a jumping algorithm for the little horsie..
jumping algorithm sucks at first.. because i onli made it translate rigidly and constantly from one point to the other upon the touch of a button.. that wasn't very realistic. So i added gravity and stuff.. yea that's practically wad i did.. very tired now.. it's 11.32.. and my 2 other team mates are still digging.. i wonder what's the other one doing..
Week 8-9
Expanded the game world and made it look like we're inside a bigger piece of land. More space to run, except that the center portion may need some changes. For example, reducing player's speed when they run over the center portion.
I made a few fences (obstacles) for the horse to jump over. Fixed a few bugs regarding the horse being able to pass through the fence when running at full speed. Now the horse is running slower, but it doesnt crash through fences like a crazy horse..
Weikar did the checkpoints, and i merely moved them to their respective locations in the map. Check points are currently invisible, under the 4 corners of the map. An object model will soon be up to represent the checkpoints.
Week 10-11
Did the endurance bar(GUI) with yanlong.. made it correspond to the value running in the codes.
Still working on the A.I part.. funny when my other team mate told me he wanted to do it since week 1.. and now he says i can do it.. nevertheless, i'm still reading up on the Astar algorithm provided by Miss Dioselin.. starting to understand a little on the algorithm.
Was wondering if i should use Astar algorithm or stick to "follow the leader" algorithm since my map is within a boxed boundary.. hmm...
Week 11-12
Decided to use the Astar algorithm after much thinking.. haha.. so i did the pathfinding function for our game.. basically the Astar algorithm calculates the best path that the horse shuld take on a [11][11] grid. I implemented another [11][11] grid in the real world, hence dividing the game world into 11X11 equal squares, with the center of each square representing a coordinate in the real world.
So, every square will contain .x, .y and .z coordinates.. hence the double array wayPoints[11][11] stores all the coordinates in the world. Using the Astar array, i manage to extract the specific arrays that store the points that the Astar algorithm deem as best points.
If i had to store the array of coordinates one by one thru hardcoding.. that would be crazy. So i invented a function that would generate the coordinates and store them for me.. so.. 11X11 coordinates was stored using a simple generator.. HAHAHA..
The points are matched by Wei kar. Matching means using the specific points of the arrays in Astar and match it to the array i have (wayPoints[11][11]) and use the coordinates of the corresponding array. That way.. the horse can follow a path of coordinates and run.
For example.. Astar[1][1] match with: wayPoints[1][1]. Use coordinates in wayPoint[1][1].. store them in another separate array.
Next thing i did, was to resize the fences.. had to broaden them as the AI would run thru the sides if they were not close enuff together.. lol.. after the fences.
Week 12 -13
I had to implement sound again.. although i had told my team member zhi wei, specifically on 10th july 2006 that i needed him to do the codes for sound by friday latest, i had to do them myself as he didnt do them.
I remember clearly on a wednesday morning.. when he walk past me during lectures, i called out to him and ask him how's his progress regarding the sound codes. Reason is, i had to merge them by this week.. as all the other teams had sounds already. Instead, he turned around, gave me a thumbs up and said Good Luck. What The Hell? i don't get his meaning.. but certainly it isn't a good sign..
Sad thing is.. things he write in the company website are ridculous.. for example http://www.geocities.com/nyphorse/week10.html.. However i do not wish to pursue this matter as i had tried to help him by letting him have some parts of the project to do..
OK.. back to topic.. whatever i had done this week:
I used FMOD to do the sounds in our game.. NFH.. (need for horse). Was ok doing it, some parts required some understanding, but altogether it was FUN.. so it was quite funny as i included in chinese songs inside as the background music..
Basically, there's sounds for the weapons, the whipping, the shooting, the reloading, the hitting and the galloping. Also, background music is included.. (as its not yet finalised, so i used my own song.. which i think the other members also like.. hahahaha)
Rest of the A.I is being worked on by my other members..
Game: Need For Horse
Name: Chua Wei Kar
Admin: 052087M
Week 1 - Week 2
First day of school, tired....
We grouped ourselves up into 4 person per team and started brainstorming on our game.
Some wanted Racing game, some wanted RTS(Real Time Strategy) game.
Majority chose Racing game, but THE minority didn't give up......
What can he do??? NOTHING....HAHAHAHAHHAHAHA....
I can only say that....We are a team, its either we survive the 15 weeks of hell
or we hug together and die..............
Week 2 - Week 3
Nothing much, designed the game's GUI

Thats it...managed to make fun of the company - Osim.
Week 3 - Week 5
Yeah...did camera for 3rd person's view... Thought it was easy...but i did until 2 am.
Ms Dioselin wanted us to finish our camera in the lab,
she assumed that we still remember those stuff we were being taught last year.
But the fact is... i had forgotten every thing. Spent the whole night going through last year's compG notes, trying to refresh my memory. It was my first time using pen and paper to work out the vectors, the programming logics...quite useful. I modified some of Ms Dioselin's and add in some of my own codes. Finally...it was done, even though its still quite jerky.
Ya...almost forgot...Spring damping... thats the thing which makes the game....realistic???
Week 5 - Week 6
Great....Wednesday 11:38 pm, finally done with Need For Horse.
After 6 weeks, i can only say...we are fighting a handicapped match. Looks like one of our "hand" is missing.
Its ok, we are still able to meet the deadline.
Heres a list of stuff our handicapped team has done:
- Attach gun models and a Darth Vader model to the horse, animation when moving(Gallop???).
- Created class for loading Items( Ammo, Health, PowerUp)
- Implemented speed.
- MainMenu is finally linked to the game.
- GUI for the game - hp, speed, endurance and FPS??? ( Words only...)
- Collision detection for the map's boundaries.
- Adjusted the map to the correct view, loaded Finishing Line for our map...
Basic Collision detection(CD):
Went through last year's notes again, created a class purely for CD. Still thinking of ways to optimise my codes...
Speed:
Searched Wikipedia.org for acceleration's and speed's formula, thought they might be useful. After playing with the formulas for about 1 to 2 hrs, i found out that i can use last week's lecture notes for reference to produce the same results. There is still a major problem in it, the speed varies when i load different weapons. I NEED HELP...
Thats all for today, oh ya...Please stop saying that i keep playing GuildWars Faction and neglected my work.
I know who you are, beware of CCTVs... You need to explain why i keep playing GuildWars when i didnt play. BIG BROTHER ISH WATCHING YOU...
Week 6 - Week 7
Time to blog again.... 12:06 am....Thursday.... Done with quite a few cool stuff.
Collision with items:
Yeah... now our horse is able to pick up items, refill ammunitions... But its quite weird... I did collision for items with horse and horse with items. So, its like checking for collision twice, wasting processing power. No choice, our game structure is kind of messed up from the start.
Horse can shoot:
OK, our horse finally can only shoot 1 type of bullet(handgun). I am still not done with others yet, still thinking of algorithms for the randomness of shotgun bullets and a semi homing bazooka shot. For now, only spheres act as bullets. I might change it depends on what type of collision check is being used.
After 7 weeks, we finally realised that we are really handicapped. One of the teamates still can't be contacted through MSN which is our only communication network. Its either we got his email wrong or his MSN messenger is smart enough to block off 3 of his teamates.
Week 8 - 10
Ok good...Holiday is coming. We(Me, Yan Long and Wye Huong) are finally with collision detection of bullet and player with player, obstacles and checkpoints. We decide to programme the shotgun's and bazooka's bullet pattern at the end of the semester because we need to balance up the game. Game win is up too. We are left with level design, positioning of checkpoints. Thats all, see you guys after the holiday.
Week 11 - 12
AI's state machine is up, we came up with a chart. Some basic AI functions are implemented. We did alot of tweaking to the game level and trying to optimise it because the game is running at 5 fps.... Hope that it can be done by next week
Week 12 - 13
YES!!! Its Sunday...going to Monday....and its time to blog...!!! Alot of progress this week, I'm done with changing our bullet's projectile and came up with the shotgun's animation. The team decided to use lines instead of spheres for the bullet's projectile. The turning of the horse is quite jerky...the player might feel frustrated while aiming at the opponent. So, I decide to change the collision's algorithm. I used angle and distance from the opponent for the collision which is working well right now.... I'm leaving the last weapon for the last part of development because i want to balance the game well.
Secondly, i provided framework for Yan Long to do the AI and editted some of his AI logic... The AI part is really tough, we only get a few states to work after a few days of work. Looks like our team need 1 more week to finish up and tune the AI. After that, we need to tune again to balance the game.
Thirdly... I'm wondering why am i supposed to do this??? Providing sounds for our teamate Wye Huong. Isit this supposed to be done by someone who keeps on wearing silver jacket to school? This task is so easy that even my grandma knows how to type www.google.com and type sound effects to search for them. Why our teamate don't know?? Does he need Dummy Guide for Surfing the Net???
At first i thought that it was lack of communication, i don't blame him for not doing his part. We felt that he was to shy to talk to us, its ok we dont blame him. Something is really wrong after many weeks, he was still still that shy to take initiative but he had the guts to blog his "progress". His stories were fabulous, realistic enough for a normal living person to believe him. Now, i will tell you guys why he only use "WE" in his blog and not "I". Its obvious...he did NOTHING... I started to get really irritated when he gave negative reply like "Good Luck" to my teamate. Its my turn to say "GOOD LUCK" to him after seeing his grade. He is a Hat Trick hero, first guy in the course who managed to score 3 consecutive Fs. Lastly....GOOD LUCK.... My comrades will be watching how that guy fair during his 3 weeks project with our popcorns....
OH YA... our teamate Yan Long came up with a very nice chinese essay to entertain us.....
The list of songs mentioned are written by a chinese popstar Jay Chou.
我知道你 “开不了口” ,但也不需要保持 “安静” 吗。我真的不了解你的 “黑色幽默”。 我不是一个 “完美主义” 的人, 但我也不是个 “可爱女人”。 请不要把我当 “懦夫”。 我知道 “你听得到”。 请不要给我 “借口”。 不要以为你自闭,头发乱到象被 “龙卷风” 吹过 我就怕你。 我连你 “外婆” 都不怕。 现在已经太迟了。。。 “对不起” 也没有用了。 我不会让你看到 “晴天” 的。幸好现在不是 “上海1943”。 要不然我一定拿出 “双节棍” 把你打成猪头。
Name: Chua Wei Kar
Admin: 052087M
Week 1 - Week 2
First day of school, tired....
We grouped ourselves up into 4 person per team and started brainstorming on our game.
Some wanted Racing game, some wanted RTS(Real Time Strategy) game.
Majority chose Racing game, but THE minority didn't give up......
What can he do??? NOTHING....HAHAHAHAHHAHAHA....
I can only say that....We are a team, its either we survive the 15 weeks of hell
or we hug together and die..............
Week 2 - Week 3
Nothing much, designed the game's GUI

Thats it...managed to make fun of the company - Osim.
Week 3 - Week 5
Yeah...did camera for 3rd person's view... Thought it was easy...but i did until 2 am.
Ms Dioselin wanted us to finish our camera in the lab,
she assumed that we still remember those stuff we were being taught last year.
But the fact is... i had forgotten every thing. Spent the whole night going through last year's compG notes, trying to refresh my memory. It was my first time using pen and paper to work out the vectors, the programming logics...quite useful. I modified some of Ms Dioselin's and add in some of my own codes. Finally...it was done, even though its still quite jerky.
Ya...almost forgot...Spring damping... thats the thing which makes the game....realistic???
Week 5 - Week 6
Great....Wednesday 11:38 pm, finally done with Need For Horse.
After 6 weeks, i can only say...we are fighting a handicapped match. Looks like one of our "hand" is missing.
Its ok, we are still able to meet the deadline.
Heres a list of stuff our handicapped team has done:
- Attach gun models and a Darth Vader model to the horse, animation when moving(Gallop???).
- Created class for loading Items( Ammo, Health, PowerUp)
- Implemented speed.
- MainMenu is finally linked to the game.
- GUI for the game - hp, speed, endurance and FPS??? ( Words only...)
- Collision detection for the map's boundaries.
- Adjusted the map to the correct view, loaded Finishing Line for our map...
Basic Collision detection(CD):
Went through last year's notes again, created a class purely for CD. Still thinking of ways to optimise my codes...
Speed:
Searched Wikipedia.org for acceleration's and speed's formula, thought they might be useful. After playing with the formulas for about 1 to 2 hrs, i found out that i can use last week's lecture notes for reference to produce the same results. There is still a major problem in it, the speed varies when i load different weapons. I NEED HELP...
Thats all for today, oh ya...Please stop saying that i keep playing GuildWars Faction and neglected my work.
I know who you are, beware of CCTVs... You need to explain why i keep playing GuildWars when i didnt play. BIG BROTHER ISH WATCHING YOU...
Week 6 - Week 7
Time to blog again.... 12:06 am....Thursday.... Done with quite a few cool stuff.
Collision with items:
Yeah... now our horse is able to pick up items, refill ammunitions... But its quite weird... I did collision for items with horse and horse with items. So, its like checking for collision twice, wasting processing power. No choice, our game structure is kind of messed up from the start.
Horse can shoot:
OK, our horse finally can only shoot 1 type of bullet(handgun). I am still not done with others yet, still thinking of algorithms for the randomness of shotgun bullets and a semi homing bazooka shot. For now, only spheres act as bullets. I might change it depends on what type of collision check is being used.
After 7 weeks, we finally realised that we are really handicapped. One of the teamates still can't be contacted through MSN which is our only communication network. Its either we got his email wrong or his MSN messenger is smart enough to block off 3 of his teamates.
Week 8 - 10
Ok good...Holiday is coming. We(Me, Yan Long and Wye Huong) are finally with collision detection of bullet and player with player, obstacles and checkpoints. We decide to programme the shotgun's and bazooka's bullet pattern at the end of the semester because we need to balance up the game. Game win is up too. We are left with level design, positioning of checkpoints. Thats all, see you guys after the holiday.
Week 11 - 12
AI's state machine is up, we came up with a chart. Some basic AI functions are implemented. We did alot of tweaking to the game level and trying to optimise it because the game is running at 5 fps.... Hope that it can be done by next week
Week 12 - 13
YES!!! Its Sunday...going to Monday....and its time to blog...!!! Alot of progress this week, I'm done with changing our bullet's projectile and came up with the shotgun's animation. The team decided to use lines instead of spheres for the bullet's projectile. The turning of the horse is quite jerky...the player might feel frustrated while aiming at the opponent. So, I decide to change the collision's algorithm. I used angle and distance from the opponent for the collision which is working well right now.... I'm leaving the last weapon for the last part of development because i want to balance the game well.
Secondly, i provided framework for Yan Long to do the AI and editted some of his AI logic... The AI part is really tough, we only get a few states to work after a few days of work. Looks like our team need 1 more week to finish up and tune the AI. After that, we need to tune again to balance the game.
Thirdly... I'm wondering why am i supposed to do this??? Providing sounds for our teamate Wye Huong. Isit this supposed to be done by someone who keeps on wearing silver jacket to school? This task is so easy that even my grandma knows how to type www.google.com and type sound effects to search for them. Why our teamate don't know?? Does he need Dummy Guide for Surfing the Net???
At first i thought that it was lack of communication, i don't blame him for not doing his part. We felt that he was to shy to talk to us, its ok we dont blame him. Something is really wrong after many weeks, he was still still that shy to take initiative but he had the guts to blog his "progress". His stories were fabulous, realistic enough for a normal living person to believe him. Now, i will tell you guys why he only use "WE" in his blog and not "I". Its obvious...he did NOTHING... I started to get really irritated when he gave negative reply like "Good Luck" to my teamate. Its my turn to say "GOOD LUCK" to him after seeing his grade. He is a Hat Trick hero, first guy in the course who managed to score 3 consecutive Fs. Lastly....GOOD LUCK.... My comrades will be watching how that guy fair during his 3 weeks project with our popcorns....
OH YA... our teamate Yan Long came up with a very nice chinese essay to entertain us.....
The list of songs mentioned are written by a chinese popstar Jay Chou.
我知道你 “开不了口” ,但也不需要保持 “安静” 吗。我真的不了解你的 “黑色幽默”。 我不是一个 “完美主义” 的人, 但我也不是个 “可爱女人”。 请不要把我当 “懦夫”。 我知道 “你听得到”。 请不要给我 “借口”。 不要以为你自闭,头发乱到象被 “龙卷风” 吹过 我就怕你。 我连你 “外婆” 都不怕。 现在已经太迟了。。。 “对不起” 也没有用了。 我不会让你看到 “晴天” 的。幸好现在不是 “上海1943”。 要不然我一定拿出 “双节棍” 把你打成猪头。
