Name: Yan Wye Huong
Admin: 054071F
Week 1
Day 1
1st day of my last studio project. Summary: I did minimap today but it wasn't perfect so i intend to work on it this week.
IMPT: In this blog, everyone has their own post, there's only 1 post per person. However, everyone would keep updating their own post and it gets longer as time goes by.
Day 2
Okay today i improved on the particle effects. I can now emit particles from the bottom of the player's horse. Created the particleLoader class where i can control the amount of particles in the world, where i want them to be and how long their life span is. I will make it more dynamic soon so i can map different textures to the particles.
I made a small demo of a 2D sprite animator. I will work on it later this week.
Day 3
I merged my copy today and i continued to work on the particles. Now the AI horses also have particles coming from the bottom near their feet. I continued to work on the 2D animator and have given it to the designers for them to test their work.
Day 4
I didn't go to school today but i stayed at home and locked myself in my room from 10am - 6pm. I did the most work today compared to other days.
I completed the small demo and gave it to designers, included is a script file where they can choose how fast the animation is played. He said it was flickering but it was actually the lack of frames. He only had 12 frames, nth to do with the codes. (PS: Being rude doesn't solve your problems.)
Did minimap and completed it. Was very accurate compared to the 1st time. I also did a new sprite class which can play 2D animated sprites in the world. But it cant face the player. I will continue working on it tomorrow.
Day 5
When player gets an item, the animation will play. Still trying to make the sprite face the player all the time. I figured it wasn't so easy but i already got an idea of how to do it. I asked Yan Long for help and the 2 of us will be working on this. During CNY i will try to do as much as i can. This is wad i plan to do, ranked in order of importance:
- Mini Map for 2nd level (dynamic)
- AI to be displayed on the MiniMap
- Dynamically mapped particles
- Dynamic particle speed + direction
- Dynamically mapped far plane
- Shield power up
- Fog for level 2
I will try to do all in a locked room. Happy CNY to all DET students.
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Day6
What's DoneI did minimap for one AI. Now a single AI will be shown on the minimap. Seems like there's something wrong with getTotalAI() function hence i cannot make MiniMap for all the AI.
- I did the sprite facing player (Finally).
- When AI is further away from player, particles will be lesser and eventually gone.
- Level 2 does not have bubbles and underwater sphere anymore
- I cleaned up particle codes from Main.cpp and placed them all inside particleLoader neatly.
- Gave a new 2D animator to the designers where they can stop/play the animation and inspect the frames.
What's Left
- Fog effect
- Minimap for level 2 (Designers have to provide me, Logic is already done)
- Shield power up
- On-screen GUI Animation/Effects. (Partially done, not tested yet)
Theoretically speaking i have onli 2 things to do (for now), which is the Fog and the Shield.
- Fog for level 2 now out.
Week 2 here i come..
What's Done
- Dynamically mapped particles are now done, which means that now i can choose which texture i want to be mapped on to the point sprites.
- Dynamically mapped environment-sphere is also done, same way as the point sprites.
- Gave lighting to to the 2D sprite explosions.
- All enemy horses are now displayed on the minimap
Yesterday there was a problem with the point sprites and particles which caused my com to crash 6 times. Something to do with the 16 bit alpha channel which causes the transparency to have fog over them. But i solved it in the end and now everything works fine.
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Day 2
Man day lost. I didn't on my computer today because i had been visiting with my friends since morning till night.
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Day 3
New year ate too much junk food.. Upset stomach today in school. Went to toilet 3 times, very painful.
Didn't do anything much today.. maybe i did too much during CNY. I only added in the shield power up and adjusting the minimap for level 2. Tomorrow minimap should be okay (designer's kept giving me inaccurate textures).
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Day 4
What's Done
- Minimap for level 2
- Sprites for Boost, Slow, Black and Stun. (Stun animation not yet provided by designers)
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Day 5
What's Left
- Minimap readjustment (previously was left = right, right = left)
- Sprites for "random"
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Week 3
Day 1
I'm running out of stuff to do already. But i've completed the random sprites over the weekend. They will now spawn at the top left corner of the screen. Whenever the player gets an item, it will show there. If it is a random item, then there will be many sprites changing and then finally showing what the player has gotten.
This week i will try to do sound.
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Day 2
I did the items floating so that they will be more noticable. There is also a glowing blue torus below every item to catch the player's attention. 2D fog which 'travels' on the player's user interface is also done. Tried doing weapon particles but cant work again. Tried 1 week already.
A few days left before presentation. Designers keep changing artwork.. i think it's best not to change anymore but improve on existing ones.
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Name : Chua Wei Kar 052087M
Week 1
Ello guys we are back....
Day 1 - Day 3
Linking of menu, able to change levels freely using script.
Making stuff more dynamic. All the level items,obstacles and many many stuff are read from the most.....most....arh... method which is the iofile. LUA script is something which is good to have. Since we started out stuff wrongly, TOO BAD. More to be done but cannot be done without *cough*.
Note: These are logic stuff with cannot be shown through eye candy and graphics. Do NOT expect graphical improvements.
Day 4 - Day 5
Planned to do animation today, but all the animations not ready. So I started out on the weapon logic first. Made a basic framework for my low morale teamate because AI part needs weapon to complete. Did a throwing weapon, like a bomb using very very very fake physics, but it gonna turn out FUN. Hokay, have a wonderful chinese new year just like how mr peter mentioned.
Day 7(First Day of Chinese New Year)
Started out on the homing weapon at grandma house like an outcast. Ya as usual got stucked and i snapped.
Week 2
Day 1 - Day 2
Yesh guys you got it right. Its holiday and its time for Uncle Bill's console, it has been collecting dust for at least 1 week. Played Oblivion, ya very nice. Its good to work during holidays but I don't force myself to work during holidays. I learned my lesson, "TREASURE YOUR LIFE".
Day 3Completed the homing weapon. Ya now...wait for graphics. Where are the animations and bla bla bla. Nvm i will wait silently, designers are busy too. Pray that i have time to complete the animations on third week.
Day 4
Started and tested on fake physics. Managed to complete alittle bit. Collision of weapons done.
Day 5
Rework the obstacle loading and putting in waypoints. Obstacles can now move and damage player. I am still waiting silently. Going to snap, lucky tmr is saturday. I will on the wrong switch.
Week 3
Day 1
Rework obstacle collision detect, it will be detected accordingly to the mesh size. Lightning weapon is added, now it can strike enemy randomly.
Day 2
Scripted in all the obstacles and items. Tune their position using the tool Yan Long made.
Day 3
Implemented gameplay. Loaded in all the animations and tune accordingly. Abit of game linking like counter for the start.
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: Yeo Eng Tong
Admin: 053018D
Day 1
Mr Peter helped us out by creating a new SexyApp framework for us to work with as the base project has errors and buggy. Next, I helped Yan Long, Wye Huong to create the framework of the game. Helping them to solve debugging errrors and some formating of the framework. Thats the start of our game....
Day 2
I tried to create new boards and enable the boards to be swap around. I did something like when the button is pressed, it will swap to another board(a new screen displayed). Know how to create buttons and link them to new board. And helping around to solve debug errors.
Day 3
I helped Wye Huong with the input, did some of the logic and solved the errrors he faced. The part where the character moved to the middle of the screen than become the background to be moving left(so it will be like the character moving right). Helping out Yan Long in the merging of our codes. Helped with the debuggings and solving errors.
Day 4
I helped out in reading the score and did the timer. Timer was making use of the 100frame rendered per second. Wye Huong changed the fonts of the minutes, seconds. I helped out with Wei Kar in his collision detection trying to solve the errors that he face. Manage to know where the problem is but it seems a bit weird as the problem is about the value unable to be store into a new variable. Problem not solved in the end. Sad...
Day 5
I did the sound in the game. Music to start when game start, research on how to check whether the music has complete playing. And also when the mouse is over a button, a "ding" sound will play but there is a bit of problems doing this and tried to solve at home. And did out a storing of score using fstream. So call the storing of high score prototype out.
Week 2
Day 1
Continued my sound and face a problem. Its about passing the value through the stage class into the sound class rather than directly into the sound class. The value seems to be change while passing in indirectly. But if i change it to pass in directly, it works. Instead of trying to set the type of sound to play I start of testing with only one sound available to play. Means no value needed to pass in.
Day 2
Rework on the sound with a new logic and pass the value in directly into the sound class. More than one sound is available for testing. Using stage class to bring in value to sound class but not available for the button class(button class pass the value directly to sound class).
Day 3
Linking of sounds at different parts and merging of sounds system with the rest. Setting up sound and music type. Memory problem after merging but manage to solve at the end.
Day 4
Did a bit of the survival mode and making background music to be change at different situation example from main menu to stage and from stage back to main menu(linking from game over screen back to main menu)
Day 5
Researching of proper sound effects that suits the game and allowing the sounds to be pause and resume at the right time. Removing of sound at game over and game cleared. Sound effect of door at game clear.
