Nico

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Revision as of 21:46, 29 April 2013 by NicoPappagianis (talk | contribs)

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4/5/2013

  • Controls
Added XBox360 controller support with Erik

4/6/2013

  • Controls
Added trigger support
  • GameLogic
Design Object hierarchy with Erik and Theresa
Created classes for Vehicle, Weapon, Armor, StaticObject, and TerrainObject (no implementation yet)

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