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..
