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?
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