Week 2
April 19 - April 22
Graphics Completed
- Basic modeling in DX figured out
- Simple instant-hit lasers seen from player’s ship
- Star field developed
- Basic HUD developed:
- Health bar display health of player
- Simple target for aiming
Graphics In-Progress
- Skydome being researched
- 2D and 3D radar “scanners” being researched
- Cockpit “hit” graphics being researched
- Fancier weapon firing graphics
- Simple particle engine being developed
Miscellaneous
- Debugging API developed
- Ability to view debugging statements in-game developed
- Ability to view/save/log debugging statements
out-of-game developed
- To Do: speed up debugging API
- Graphics module created for game engine group to aid in
their development before integration created
-
Amy and Kevin were able to send basic messages from a
client to the server who then sends this message to all other clients. We
decided that we will have a “dumb” client who only sends information about what
movements/keys were pressed to the server. The server will then do all the
calculations and figure out where everything should be in the world. This new
world update will then be sent to all clients who will just unpack the data and
update the graphics.
Completed
- Basic overall structure of the engine engine
- Ultimate rules for the game
- Input strategy
- Separation of Client / Server modeling
- Pseudocode
Working