Week 8
May 21 - May 27

Graphics

Phillip Chou Richard Phipps
Completed
  • Partially fixed death explosions
  • Re-did hit effects
  • Added thrusters to ships
  • Created asteroids
  • Got my computer to work
  • Tweaked comms systems
  • Tweaked event system, squashing bugs
In Progress 
  • Finish smoke trials
  • Make color coded weapons
  • Make rail gun
  • Fixed death explosions completely
  • Fixed flag light on players
  • Menu system
    • Start Game, options
    • Quit Game
    • Win / Lose game
  • Player -> World comms
  • Finishing up HUD (plan to be done on Tuesday)

Network / Direct Input

Kevin Lau Amy Tinsley
Completed
  • Got Key Mappings to work to the point where if you don't have default
  • mapping, you can still bring up the window to remap your keys.

·        (Lori and I) Reduced packet since from server->client by approx. 3000 bytes

·        Moved wall collisions to client

·        Moved movement calculations to client as long as other player wasn’t nearby

·        Added code to calculate “proximity sphere” which tells the client when to give the server full control (positions and collisions).

·        Moved bouncing of goal calculations to client

·        Added several new message types which were needed for the smarter client to communicate with server

In Progress 
  • Make the Key Mappings more robust (i.e. work hopefully in fullscreen mode).
  • Track down memory leaks and direct input not releasing the devices sometimes.
  • Fix some issues with the key mapping interface not saving your keys when you hit Cancel.

·        Work/finish intro screen

·        Work/finish network chat

·        Figure out why event sounds and displays don’t always show up

·        Test more the 2 players for extended periods of time

Game Engine

Pauljames Dimitriu Lori Tynan
Completed
  • Reimplemented launching sequence
  • create weapons class so we can implement different weapons
  • implemented Asteroid logic
  • worked with Amy to decrease packet size
  • began implementing strafing
  • added killer field to packets and player so we know who killed player
In Progress
  • test and debug
  • Perhaps any last minute features that we're crazy enough to implement
  • test and debug