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 <<O>>  Difference Topic RyansLog (r1.3 - 28 Sep 2004 - RyanAusankaCrues)
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Finalized level transitions to not reset score and health each time around. Worked on code for when a game ends and a new one is to begin. Bugs were mostly worked out. James finished off the final bugs. Also finished updating level reset code to increment maxspeed of player each level based on the maxspeed of the previous level. Messed around with StepDoc? code to better understand game updates. Had problems with Tortoise receiving bitmap files. Had to sftp from turing CVS. Found bugs from playing the game up to level 11. Refined rate at which speed of player, friends, and enemies change.

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Finalized level transitions to not reset score and health each time around. Worked on code for when a game ends and a new one is to begin. Bugs were mostly worked out. James finished off the final bugs. Also finished updating level reset code to increment maxspeed of player each level based on the maxspeed of the previous level. Messed around with StepDoc code to better understand game updates. Had problems with Tortoise receiving bitmap files. Had to sftp from turing CVS. Found bugs from playing the game up to level 11. Refined rate at which speed of player, friends, and enemies change.


 <<O>>  Difference Topic RyansLog (r1.2 - 28 Sep 2004 - JamesKirschner)
Changed:
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    • take code uploaded to UpdateS? topic and add it to files indicated
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    • take code uploaded to Updates topic and add it to files indicated

 <<O>>  Difference Topic RyansLog (r1.1 - 23 Sep 2004 - RyanAusankaCrues)
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%META:TOPICINFO{author="RyanAusankaCrues" date="1095969084" format="1.0" version="1.1"}% %META:TOPICPARENT{name="WebHome"}% 9/13/04 - Met in Poppa. Followed up on Sunday's updating of sample POP game. Game files created for Velma's Revenge using the Pop Framework handout steps. Decided character should move in which ever direction the keys are pressed as opposed to having a direction the character is facing. Weapons will not be directional but rather a radius around the player. Completed most of the desired functionality for prototype.

Decided that the following items need to be updated to complete our prototype:

  • Add clock for level length
  • Add party at bottom of screen where enemies and friends disappear
  • Attract friends to party
  • Delay when friends talk to you.

Additions for final:

  • Implement "proximity weapon" kills.
    • Proximity weapon in cCritterVelmaPlayer::shoot() -- implement cCritterArmedPlayer::proximity()
  • Camp Sec calls -- using pbiota()->purgeNonPlayerNonWallCritters();
  • Score updated by killing enemies
  • Enemies repell each other?
-- Posted By RyanAusankaCrues

9/15/04 - To Do:

  • enemies come one at a time
  • graphics
    • background - multiple bitmaps allowing multiple party map layouts
    • entities
    • intro screen
    • level info - health, clock, score?
  • clean up memory leaks caused by creation of new cPerformanceTimer
  • add sounds
  • change release dates and numbers
-- Posted by RyanAusankaCrues

9/19/04 - Ran CVS update on my (Ryan's) turing account but didn't get latest code. Tim had problems compiling because of an inability to link a lib file. Started updating code to differentiate enemies from friends. took randomSprite() code from cGame class. Made makeEnemySprite() and makeFriendSprite() functions in cGameVelma class. Couldn't use them, however, because pgame() returns a pointer to a cGame not a cGameVelma. Thus, after we figure out the CVS and compilation problems: To Do:

  • Differentiating enemies and friends
    • take code uploaded to UpdateS? topic and add it to files indicated
    • add lines to cGameVelma constructor to set the _enemyspritetype and _friendspritetype where _spritetype is set right now
    • add a pgame() function to the velma critter classes that overrides the cCritter class method. Have it return a pointer to a cGameVelma instead of a cGame. This will allow us to use the makeFriendSprite() and makeEnemySprite() functions to differentiate friends from enemies.
  • proximity weapon
  • camp sec calls
  • Graphics
    • change makeFriendSprite() and makeEnemySprite() functions to use the bitmap images of characters
    • change cCritterVelmaPlayer constructor to have a setSprite function.
    • have separate bitmap images for each level
    • intro screen
    • health, score, clock?????
-- Posted By RyanAusankaCrues

9/22/04 - Finalized level transitions to not reset score and health each time around. Worked on code for when a game ends and a new one is to begin. Bugs were mostly worked out. James finished off the final bugs. Also finished updating level reset code to increment maxspeed of player each level based on the maxspeed of the previous level. Messed around with StepDoc? code to better understand game updates. Had problems with Tortoise receiving bitmap files. Had to sftp from turing CVS. Found bugs from playing the game up to level 11. Refined rate at which speed of player, friends, and enemies change.

-- Posted By RyanAusankaCrues


Topic RyansLog . { View | Diffs | r1.3 | > | r1.2 | > | r1.1 | More }
Revision r1.1 - 23 Sep 2004 - 19:51 GMT - RyanAusankaCrues
Revision r1.3 - 28 Sep 2004 - 05:03 GMT - RyanAusankaCrues
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