Game: Need For Horse Version 2
Name: Loo Yan Long
Admin: 053305S
Week1
Day 1
- Tune AI movement
Day 2
- Tune AI rotation
Day 3
- Tune the whole AI movement and rotation to look more realistic
- Add waypoint for AI to follow
Day 4
- Set up the basic Finite State Machine for the AI. Currently only 3 state. Racing, Chasing player and Idle.
- Updated the waypoint for smoother movement.
Day 5
- Make the new main menu screen for the game. Uploaded the new buttons image given by the designer.
- Make the animation for button to give a visual feedback that the button is clicked,
- Fix the bug where the game started before the button animation is completed.
Day 6
- Today reunion dinner so man day lost. Morning go work part-time. Night go eat dinner. Where got time?
Day 7
- Today is Chinese New Year. I gave up visiting relative and lock my self in the room to do work.
- Make function to detect the max and min vector (x,y,z) of the md2 loader.
- Make function to render the bounding box(AABB).
- Completed half of the AABB collision detection.
Week2
Day 1
- Completed the AABB collision detection but got many bugs.
- Calculation not accurate.
- Fixing AABB.
Day 2
- Still fixing AABB
- Added some more condition to make AABB accurate.
- Debug and realise is not calculation problem. It's when the model rotate, the max and min vector does not rotate together thus calculation is wrong. So my calculation formula is correct. Only the varaible is wrong.
Day 3
- Change AABB to sphere calculation.
- Fully functional for player and AI collision.
- Fully functional for AI and AI collision.
Day 4
- Made the in-game GUI and link it with player health.
- Make a tool to make checkpoint around the map so now waypoint can be used by both designing team and programming team.
- Custom fonts for in-game GUI.
Day5
- Created the arcade mode and link it from main menu.
- Scrolling menu for arcade mode.
- Scrolling menu for championship mode.
Week3
Day1
- Tune the checkpoint marking tool.
- Checkpoint for Aqua land completed.
- Instruction page compelted
- Main menu all buttons linked except 2 more buttons(no graphics)
Day2
- Merging and debuging.
- Man-day lost due to 2 IAP meetings.
Day3
- Timer for game
- Tune the mark waypoint tools
- AI now can detect nearest checkpoint and set it as 1st point to go
Day4
- Created new state call BOOST where the AI will move faster when the player is approaching
- Display the timer on GUI.
- Checkpoints for Spookyland
- Probabilty for AI
Name: Loo Yan Long
Admin: 053305S
Week1
Day 1
- Tune AI movement
Day 2
- Tune AI rotation
Day 3
- Tune the whole AI movement and rotation to look more realistic
- Add waypoint for AI to follow
Day 4
- Set up the basic Finite State Machine for the AI. Currently only 3 state. Racing, Chasing player and Idle.
- Updated the waypoint for smoother movement.
Day 5
- Make the new main menu screen for the game. Uploaded the new buttons image given by the designer.
- Make the animation for button to give a visual feedback that the button is clicked,
- Fix the bug where the game started before the button animation is completed.
Day 6
- Today reunion dinner so man day lost. Morning go work part-time. Night go eat dinner. Where got time?
Day 7
- Today is Chinese New Year. I gave up visiting relative and lock my self in the room to do work.
- Make function to detect the max and min vector (x,y,z) of the md2 loader.
- Make function to render the bounding box(AABB).
- Completed half of the AABB collision detection.
Week2
Day 1
- Completed the AABB collision detection but got many bugs.
- Calculation not accurate.
- Fixing AABB.
Day 2
- Still fixing AABB
- Added some more condition to make AABB accurate.
- Debug and realise is not calculation problem. It's when the model rotate, the max and min vector does not rotate together thus calculation is wrong. So my calculation formula is correct. Only the varaible is wrong.
Day 3
- Change AABB to sphere calculation.
- Fully functional for player and AI collision.
- Fully functional for AI and AI collision.
Day 4
- Made the in-game GUI and link it with player health.
- Make a tool to make checkpoint around the map so now waypoint can be used by both designing team and programming team.
- Custom fonts for in-game GUI.
Day5
- Created the arcade mode and link it from main menu.
- Scrolling menu for arcade mode.
- Scrolling menu for championship mode.
Week3
Day1
- Tune the checkpoint marking tool.
- Checkpoint for Aqua land completed.
- Instruction page compelted
- Main menu all buttons linked except 2 more buttons(no graphics)
Day2
- Merging and debuging.
- Man-day lost due to 2 IAP meetings.
Day3
- Timer for game
- Tune the mark waypoint tools
- AI now can detect nearest checkpoint and set it as 1st point to go
Day4
- Created new state call BOOST where the AI will move faster when the player is approaching
- Display the timer on GUI.
- Checkpoints for Spookyland
- Probabilty for AI
