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[[File:NORDlogo.jpg|150px]] [[File:Week7.png|thumb|week7]]
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[[File:NORDlogo.jpg|150px]] [[File:Server 2013-06-12 20-24-12-46.png|thumb|week10]][[File:Server 2013-06-12 20-31-39-63.png|thumb|death]]
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<html><iframe class="youtube-player" type="text/html" width="640" height="385" src="http://www.youtube.com/embed/UP8jaaK-HyI" allowfullscreen frameborder="0">
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</iframe></html>
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<br>
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<html><iframe src="http://free.timeanddate.com/countdown/i3nhzsp3/n770/cf111/cm0/cu4/ct0/cs0/ca0/cr0/ss0/cac000/cpc000/pct/tc900/fs100/szw320/szh135/tatDemo%20Day/tac000/tptGG/tpc000/mac000/mpc000/iso2013-06-07T00:00:00" frameborder="0" width="320" height="135"></iframe></html>
 
=='''Info:'''==
 
=='''Info:'''==
  
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[[Weekly Screenshots]]
 
[[Weekly Screenshots]]
 +
 +
[https://docs.google.com/spreadsheet/ccc?key=0AlcaBHer-7BOdEpCeVU1VTNrQWVsTDRrdWhQN3I4QVE#gid=0 magic combinations]
 +
 +
[[Final Project Review]]
 +
 +
=='''DOWNLOAD THE GAME:'''==
 +
[http://cse125.ucsd.edu/cse125/2013/cse125g5/files/CodexSetupLAST.exe Codex Last Installer]<br>
 +
<strike>[http://cse125.ucsd.edu/cse125/2013/cse125g5/files/codexFinalXSetup.exe Codex Final Installer]</strike><br>
 +
<strike>[http://cse125.ucsd.edu/cse125/2013/cse125g5/files/codexSetupFinal.exe Codex Installer]</strike>
 +
 +
[[README]]
 +
 +
=='''Technical Feats:'''==
 +
*Found and fixed Networking Bug in SFML library
 +
*Cross platform support
 +
*Oriented Bounding Boxes / Quadtree for collisions
 +
*Skeletal Animation
 +
*Texture filtering
 +
*Particle effects
 +
*Dynamic light sources
  
 
=='''Status Reports:'''==
 
=='''Status Reports:'''==
Line 25: Line 49:
 
=='''TODO:'''==
 
=='''TODO:'''==
 
===Doable this week?===
 
===Doable this week?===
*get hit while charging disables the projectile
+
*defense buff
*look for sounds SRS this is important EVERyonE can do this simultaneously
+
*balance debuffs, mana cost, movement, melee vs projectile , charge time
 +
*<strike>wall height and scaling</strike>
 +
*projectile changing side on gfx
 +
*finalize map, make it dynamic
 +
*sound fx
 +
**<strike>pick up weapon
 +
**switch weapon
 +
**combine
 +
**fire
 +
**melee</strike>
 +
**charge
 +
*remove the old power up stuff
 +
*<strike>weapons go away after you drop, or some way to get around 2 weapons that get put in the same spot, can be solved by giveing small velocity and using gravity</strike>
 +
*weapon spawns (the basic attack should be random of the type 1 elements) (make sure like 10 don't spawn in the same spot. (Allen)
 +
*get hit while charging disables the projectile (alvin)
 +
*look for sounds SRS this is important EVERyonE can do this simultaneously, i'm taking the ones from FE right now lol
 
**shooting projectile (could be more specific to type (fire/thunder/ice))
 
**shooting projectile (could be more specific to type (fire/thunder/ice))
 
**combining projectile
 
**combining projectile
 
**get hit
 
**get hit
 
**charging
 
**charging
*debuffs [matthew will do over weekend]
+
*<strike>debuffs [matthew will do over weekend]</strike>
 
**slower when hit by ice etc
 
**slower when hit by ice etc
*<strike>power up pick up and effects that last for a short while
 
**respawning
 
**One that adjusts movement speed
 
**more damage
 
**faster charge time
 
**alter regen
 
**other stuff??</strike>
 
*<strike>sound over server</strike>
 
*<strike>use config manager for movements</strike>
 
 
*CLEAN THE CODE. MOVE FUNCTIONS FROM HPP TO CPP
 
*CLEAN THE CODE. MOVE FUNCTIONS FROM HPP TO CPP
 
*score screen (bowen)
 
*score screen (bowen)
*game logic and respawning (bowen)
+
*<strike>game logic and respawning </strike>
 
*<strike>melee</strike>
 
*<strike>melee</strike>
*<strike>mana regen and what not</strike>
+
*<strike>object pooling for weaponfist and weaponfire</strike>
*<strike>switch weapons</strike>
+
*<strike>cannot do stuff on death</strike>
*<strike>charge weapons</strike>
+
*sound for charging (should stop when stop charging)(alvin)
*<strike>combining magic (matthew)</strike>
+
*<strike>rotate projectiles bounding box (matthew)
*object pooling for weaponfist and weaponfire
+
*2 bounding box for player (matthew)
*cannot do stuff on death(Allen)
+
</strike>
*sound for charging (should stop when stop charging)
 
  
 
===soon===
 
===soon===
 
*<strike>HUD (bowen)</strike>
 
*<strike>HUD (bowen)</strike>
**aimer
+
**get images in HUD (bowen and khanh)
**pick up weapon feed back
+
**aimer, like magic circle (bowen and khanh)
**knowing which weapon is equipped, which one can be switched to
+
**pick up weapon feed back (should tell you what you can pick up) (bowen)
 +
**knowing which weapon is equipped, which one can be switched to (bowen and matt c?)
 +
**currently charged spell
 
**charge timer visualization (how much time left to charge, and what next spell will be)
 
**charge timer visualization (how much time left to charge, and what next spell will be)
 
*multiple animations for attack\
 
*multiple animations for attack\
*<strike>sound tracks based on player proximity (matthew)</strike>
 
 
*particles
 
*particles
 
*crouch
 
*crouch
 +
*animation for walls
  
 
===later===
 
===later===
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===known issues===
 
===known issues===
*<strike>collision bug with 2 walls</strike>
 
 
*input, cant press 2 buttons sometimes
 
*input, cant press 2 buttons sometimes
*produce projectile ??? spam into air then move causes bug, so you can't fire anymore
 
 
*lag when charging
 
*lag when charging
 
*drop your first staff of fire, is unable to render because that weapon (originally on player) was not in entities
 
*drop your first staff of fire, is unable to render because that weapon (originally on player) was not in entities

Latest revision as of 18:19, 18 November 2014

NORDlogo.jpg
week10
death


Info:

Specifications

Graphics Branch Setup

Weekly Screenshots

magic combinations

Final Project Review

DOWNLOAD THE GAME:

Codex Last Installer
Codex Final Installer
Codex Installer

README

Technical Feats:

  • Found and fixed Networking Bug in SFML library
  • Cross platform support
  • Oriented Bounding Boxes / Quadtree for collisions
  • Skeletal Animation
  • Texture filtering
  • Particle effects
  • Dynamic light sources

Status Reports:

Alvin Chen

Zhen Yuan Xiao

Matthew Chu

Matthew Scheifer

Bowen Shu

Khanh

Tai Nguyen

TODO:

Doable this week?

  • defense buff
  • balance debuffs, mana cost, movement, melee vs projectile , charge time
  • wall height and scaling
  • projectile changing side on gfx
  • finalize map, make it dynamic
  • sound fx
    • pick up weapon
    • switch weapon
    • combine
    • fire
    • melee
    • charge
  • remove the old power up stuff
  • weapons go away after you drop, or some way to get around 2 weapons that get put in the same spot, can be solved by giveing small velocity and using gravity
  • weapon spawns (the basic attack should be random of the type 1 elements) (make sure like 10 don't spawn in the same spot. (Allen)
  • get hit while charging disables the projectile (alvin)
  • look for sounds SRS this is important EVERyonE can do this simultaneously, i'm taking the ones from FE right now lol
    • shooting projectile (could be more specific to type (fire/thunder/ice))
    • combining projectile
    • get hit
    • charging
  • debuffs [matthew will do over weekend]
    • slower when hit by ice etc
  • CLEAN THE CODE. MOVE FUNCTIONS FROM HPP TO CPP
  • score screen (bowen)
  • game logic and respawning
  • melee
  • object pooling for weaponfist and weaponfire
  • cannot do stuff on death
  • sound for charging (should stop when stop charging)(alvin)
  • rotate projectiles bounding box (matthew)
  • 2 bounding box for player (matthew)

soon

  • HUD (bowen)
    • get images in HUD (bowen and khanh)
    • aimer, like magic circle (bowen and khanh)
    • pick up weapon feed back (should tell you what you can pick up) (bowen)
    • knowing which weapon is equipped, which one can be switched to (bowen and matt c?)
    • currently charged spell
    • charge timer visualization (how much time left to charge, and what next spell will be)
  • multiple animations for attack\
  • particles
  • crouch
  • animation for walls

later

  • clocks to ticks
  • associate z with depth and y with height

Graphics

  • animations
  • transformation feedback
  • advanced shader staff
  • put buffers into buffer class
  • rotations of player does not match (if player is looking at you, you see their side)

known issues

  • input, cant press 2 buttons sometimes
  • lag when charging
  • drop your first staff of fire, is unable to render because that weapon (originally on player) was not in entities