- Finished fleshing out WIKI
- Helped implement enemies
- Helped design enemy collision model
- Helped implement powerups
- Wrote first draft of Design Document
- Designed Level 1
- Created demo version of Superfly Adventures for the presentation
- Helped write, proofread, and edit the final presentation, final report, and user's guide
-Implemented preliminary jumping model
-Examined the feasibility of switching bitmaps and world sizes with a change in level
-Created a basic player bitmap
-Refined player jumping model
-Helped to restructure the way in which platforms are initialized
-Created classes for 2 of the basic enemy types (walker and cannon)
-Began development of movement patterns for walker enemy type
-Created coin class
-Created Math and Pogostick powerup classes
-Changed collision hierarchy to allow these powerups to affect the player
-Created a bullet class for the player
-Made the bullets bounce instead of firing straight forward
-Created class for the last basic enemy type (spiker)
-Made preliminary bitmaps for the 3 basic enemies
-Began construction of a critter collision model, which is unfortunately buggy (see below)
-Further refined the method of specifying the design of a level
-Created a bullet class for the cannon enemy and a bitmap for the cannonball itself
-Created (admittedly poor) background bitmap for the prototype level
-Proofread and edited design document
-Debug jumping (sometimes you can jump much higher than you ought to be able to, possibly related to POP timing issues) - Note: This proved impossible to complete