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Started to outline the design document, also wrote up the use cases.

-- AdamCarasso - 05 Feb 2004

Put the design doc outline on the wiki, and wrote the title/abstract.

-- JonathanSamples - 08 Feb 2004

Started looking at the POP code. Primarily looking at 2D Stub because that is the game with default control style that we decided that we wanted to have in Puddle Jump. Things found so far: Can change the background image in the cGameStub constructor.

-- JonathanSamples - 08 Feb 2004

Modified the cCritterStubRival to not inherit from cCritterArmedRobot to just cCritter since we wil have no shooting from the cs Carts. Also, commented out all bullet classes for now since we do not need any bullets. I used the setFixedflag function to make the props have fixed positions.

-- JonathanSamples - 08 Feb 2004

I was able to stop the player from being able to shoot by having it inherit from cCritterPlayer not cCritterArmedPlayer. Also, made puddles, and beer today. Got them functioning right but didnt really place the beer yet. We were unable to get the functionality with the puddles exactly right. We wanted to be able to have the player be able to sit on top of the puddles as sort of a safe Zone but we are unable to not bounce. Added forces to the enemies so that they are attracted to the player and also added forces so that they enemies are repelled from one another. We did this because they did if they run into each other and so to limit this we added this force. This force will also help to keep the CS carts from "bunching up." Have not implemented levels yet. Hopefully this wont be difficult though because the cGame class has a member called level so hopefully we should be able to test and reinitialize and change the level when appropriate.

-- JonathanSamples - 9 Feb 2004

Added some walls and puddle placement to the first game map. Tweeked some game settings in order to make it more fun such as critter speed though I still think we should lower the mass of cs carts and slow down the player. Placing walls is a pain, and pop has the ability to load save games as well as drag walls so a level editor could be something to look into if we have time. Also think I got explosions almost working but didn't include them in the prototype build cause still working on placing them right.

-- AdamCarasso - 09 Feb 2004

Fixed puddle collsion so players can now enter puddles. Created explosion class so CScarts now produce a nifty explosion animation when they die making the game look much nicer IMHO.

-- AdamCarasso - 11 Feb 2004

Designed Level two. I have drawn the bitmap for the level but the process of building walls is extremely time consuming so I just worked on that all day. Also, found that the game class has a memeber called _level so we can use that and the setLevel functions to deal with level handling.

-- JonathanSamples - 15 Feb 2004

Wrote design document, based on John's outline and the Atomic Sam example, on 9 Feb 2004. Tweaked player and enemy speeds for improved playability.

-- JoeWalker - 16 Feb 2004

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