Difference between revisions of "Nico"
From Spartacats
Line 69: | Line 69: | ||
::Refactor controls with Eric to allow for up, press, down, and release key states | ::Refactor controls with Eric to allow for up, press, down, and release key states | ||
::Refactor weapons to allow for diverse gameplay | ::Refactor weapons to allow for diverse gameplay | ||
+ | |||
+ | == 4/29/2013 - 5/6/2013 == | ||
+ | *Sound | ||
+ | ::General sound debugging | ||
+ | ::Coordinated sounds with game logic | ||
+ | ::Began learning sound editing | ||
+ | *GameLogic | ||
+ | ::Added turbo, shield, and ghost items | ||
+ | ::Added some on collision sounds (not yet committed) | ||
+ | |||
+ | *TODO: | ||
+ | ::Learn how to edit sounds | ||
+ | ::Figure out how to release sound buffers (callbacks? events?) | ||
+ | ::Add quality sounds to the game | ||
+ | ::Add rear weapon logic | ||
+ | ::Add elemental properties |
Revision as of 21:19, 6 May 2013
Contents
4/5/2013
- Controls
- Added XBox360 controller support with Erik
4/6/2013
- Controls
- Added trigger support
- GameLogic
4/8/2013
- Controls
- Added some actions for driving
- Added code in HandleInput for left thumbstick
- GameLogic
- Started working on implementing basic player actions.
- Added a concrete class for FrontWeapon and Projectile
4/13/2013
- GameLogic
- Spawned a projectile!
4/15/2013
- General
- Added a GameSettings XML file for our global game settings
- GameLogic
- Projectiles now fire in the direction of the player thanks to [Erik]'s GetCameraDirection()!
- Added contcrete RearWeaponObject ProximityMine[Weapon,Projectile]
- Updated sending packets from server to client for dynamic object creation with [Erik]
- Refactored Weapons structure. Front and RearWeapons no longer inherit from WeaponObject
- Network
- Added ProjectileNetworkData struct to ProjectileObject to pass along the ownerID to the client.
4/16/2013
- Sound
- Began working on AudioEngine
- Can play sounds but need to load tho wave file each time
4/17/2013
- Sound
- Moved loading of sounds to the asset manager
- Bug present when loading sounds into a buffer
4/19/2013
- Sound
- 3D sound v1.0!
- GameLogic
- Added pulse cannon and tried (failed) to do on release actions. Postponing on release actions.
4/21/2013
- GameLogic
- Add the remaining Weapon classes
- Sound
- Played with FL studio to get some crappy sounds
4/22/2013
- Sound
- Add sound for engine and pitch adjustment based on velocity
- GameLogic
- Added Vehicle and "attached" vehicle, front, and rear weapon to player for reference
- Added logic for key release actions with Eric
4/23/2013 - 4/29/2013
- Sound
- Optimized 3D sound by deferring updates to buffer
- Began looking at and editing sounds
- GameLogic
- Refactor controls with Eric to allow for up, press, down, and release key states
- Refactor weapons to allow for diverse gameplay
4/29/2013 - 5/6/2013
- Sound
- General sound debugging
- Coordinated sounds with game logic
- Began learning sound editing
- GameLogic
- Added turbo, shield, and ghost items
- Added some on collision sounds (not yet committed)
- TODO:
- Learn how to edit sounds
- Figure out how to release sound buffers (callbacks? events?)
- Add quality sounds to the game
- Add rear weapon logic
- Add elemental properties