spudnik_banner.jpg (9584 bytes)

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

    [ Gfx Engine ] [ UI ] [ Physics ] [ Networking ] [ Input ] [ Sound ] [ Misc ] [ Overall ]

5/30/2001 - Baylor Triplett

Implemented teams, finish points, player spawning points and helped with the design/coding of CaptureTheRemote/Beer mission and other missions.

5/29/2001 - Nick Castin

The last few weeks have been very important for us since we've ironed out a lot of really annoying bugs. Now we can truly focus on feature and mission development and stop worrying so much about the overall code stability (with the occasional exceptions, of course). We have improved virtually every aspect of the game during this time but things still look generic so we are going to finally put some cool textures and models in the world!

The best way to see what we've done is to examine the CVS CommitLog.

5/27/2001 - John Gallagher

Gameplay code framework has been created. We have some generic methods for handling teams and scores of players, then particular games inherit from it while adding the specifics of how a player actually scores. We're doing this with a "capture the flag" style game and a "deathmatch" style game in mind.

The gameplay code will assign respawn points to teams as well as define "finish points" which are primarily where a player could capture his flag.

Capture the flag has been implemented. We're capturing a can of Duff for the moment b/c that model was extra, but the actual game story calls for a remote. We'll be adding that shortly.

5/09/2001 - Nick Castin

Integration is a reality, and has been for some time now. Things are nicely integrated, and most of the kinks that occured have been ironed out. We are basically at the point right now where we can stop tuning the overall game engine and start adding more features, objects, etc. One thing that we will be focusing heavily on very soon is game missions. We will probably start with a capture-the-spud type mission since it is easiest to implement, or perhaps a SpudMatch free-for-all.

4/30/2001 - Nick Castin

Integration is the word of the week. Overall, we have combined all of our little mini sub-projects into one main project, which makes updates and overall readability of code SO much easier. We are now officially using CVS for development on a regular basis. The current version of the game has basic networking support (although we are not currently displaying any other players in the world, it does test the ability for the server to broadcast object updates out to clients). We should have a few more features added before Wednesday's review.