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[ SpudRacer the Game ] [ SpudSchedule ] [ SpudStatus ] [SpudMembers ] [ SpudMedia ]

Current project schedule (let's hope we can keep up with it!):

WK Gfx Engine Networking Input Sound Misc Overall
2 4/18 Get crude 3D engine working Get basic client/server communication working Keyboard support No sound yet Be able to move around in 3D Space, no real gameplay  
3 4/25 Basic environment (walls, ceiling) Merge client/server code with graphics engine Refine keyboard support, Add mouse support Basic sounds Simple collision detection  
4 5/02 Heads-up display, menu system Player text-chat, improve network gameplay and features Complete keyboard and mouse More sounds Inventory, better collision detection, objects in world, map file format  
5 5/09 Better environment (windows, lights) Integrate missions into network play Start joystick Fine tune Have a basic game mission working, Projectiles Initial crude demo
6 5/16 Animation     3D Positional Sounds Create more detailed maps and missions  
7 5/23 Advanced features (skylights, shadows, etc.)     Moving sound sources, soundtrack Advanced features (?) Spec Freeze
8 5/30           Alpha week
9 6/06           Beta week
10 6/13            

Current project status:
WK Gfx Engine Networking Input Sound Misc Overall
2 4/18 Using OpenGL. Render plain rooms w/ primitive objects. Initial algorithm to not draw polygons in other rooms. Wrapper to DirectPlay server, client still under dev. DirectInput wrapper for keyboard. Play single sounds, 3D Audio enabled. Some work on physics - momentum and acceleration. Some player models (3dsMax) No component integration.
3 4/25 Projectile classes created and derived from object classes. Client/Server objects implemented; merged with main code; simple network gaming acheived. Mouse added. Input merged.   Sound merged with main code. Engine noise (ambient), collision noise (event triggered).   Code merged.
4 5/02 Projectile network framework created. Clients are now always created. Graceful network shutdowns. Not much changed. Frequency modulation for engine sounds, MP3 music.    
5 5/09 HUD map includes player and items. Started lobby area to organize network games.   3D engine sound for multiple players at once (3 closest players). Items, inventory and spawning points created.  
6 5/16     Gamepad and other joysticks implemented. Action mapping framework created. Event triggered sounds over network, 3D sounds over network.    
7 5/23            
8 5/30 Frustrum culling - draws rooms you see. Created lobby to manage game start. Disabled mouse and joysticks. Left keyboard and gamepads.   Game cycle for capture the flag. Implemented teams, player spawn points, and finish points. Alpha week
9 6/06           Beta week
10 6/13