| 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.
|
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| 5 5/09 |
HUD map includes player and items.
|
Started lobby area to organize network games.
|
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3D engine sound for multiple players at once (3 closest players).
|
Items, inventory and spawning points created.
|
|
| 6 5/16 |
|
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Gamepad and other joysticks implemented. Action mapping framework created.
|
Event triggered sounds over network, 3D sounds over network.
|
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| 7 5/23 |
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| 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 |
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Beta week |
| 10 6/13 |
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