~Animated the Nate model
~Found the solution to the texture mapping issue
~Created new texture maps for the Jive Turkey and Nate models
~Textured the Jive Turkey and Nate models
~Acquired and implemented sound effects
~Designed level
~Created flower and health bottle models
~Finished writing rough drafts of Final Report and User's Guide
~Wrote code to automatically place trees and plants appropriately on the height map
~Added background sound specification to level format
4.18.04-4.21.04
Began writing classes for collision detection.
4.22.04
Finished most of code for colliding objects using the collision master
4.23.04
Wrote a testing executable for determining accuracy of collisions
4.24.04
Tested the collision model
Began and finished a side coding project to read in a milkshape model and output a heightmap file
Also wrote the input loader for the heightmap file
4.25.04
Wrote most of the implementation to allow an object that starts on a heightmap to stay on the heightmap
4.26.04
Tested heightmap following
4.27.04
Cleaned up code adding some comments
Cleaned up output so that testing during the plugin process will go smoothly
4.28.04
Helped Brad integrate physics into display
Tested physics using graphical tests of the 8 basic collision types, between spheres and boxes in all 4 cardinal directions along the heightmap
Tests passed
4.29.04 - 5.13.04, since I dont recall exact dates on which these things happened, but they should be fairly chronological
Created the base class for pretty much everything, collidable
moved much of the functionality of collision primitives into the collidable class
derived enemy and nate classes from collidable
derived jive turkey from enemy
wrote DFA controlling jive turkey's behavior and animations
wrote DFA controlling animations for nate
wrote an output singleton that carries around a file output stream to act as cout for debugging purposes
derived fist from collidable
derived static objects from collidable
changed some functionality of nate and jiveturkey to work properly with standing on statics
implemented a damage system
derived goblin from enemy, and wrote its DFA
fixed a fairly major bug in collision handling, which required restructuring much of collision response
derived flytrap from enemy, and wrote its DFA
derived flower from collidable
- Began writing md2 model loading classes
- Created numerous stub classes to ease later code integrationg
- Wrote a Resource Manager
- Made some minor alterations to our vector class
- Wrote pTriangle and pVertex classes to go along with md2 models
- Successfully displayed a static md2 model
- Wrote a new texture file class as well as a texture loader
- Performed part of graphics/physics integration
- Wrote methods to draw shaded heightmaps and wireframe collision primitives
- Began working on vertex normal pre-calculation for md2 models
- Wrote a program to determine per-vertex normals for height maps
- Added the capacity to load these normals
- Changed the heightmap draw function so that it would correctly shade the heightmap
- Began working on our lighting system
- Wrote the lightManager class
- Wrote the light class
- Began working on the mechanics of combining lights (currently not working right)
- Created the particle system
- Derived blood and hitbox particle systems and integrated them into the code
- Balanced the constant factors to make the game more action packed
- Created a health box powerup
- Fixed flowers
- Fit collision boxes to models
- Added in the sounds for the Peter Fly Trap
- Sort of fixed a terrible cel-shading bug (the one where we had to disable heightmap shading)
- Did a little more heading fixin'
- Cleaned up the source for final submission
- Made the lighting manager work at least for the global sunlight
- Playtest!