Group Status Report:
- Summarize your overall status for the week
- Added dancing
- Added minimap
- Finished trading/selling
- Added new loading screen
- Improved network robustness, crashed in one client no longer propagate through the entire system
- Include both the week # and the date of the meeting
- Week 6 meeting on May 10th
- add a statement summarizing the group morale (feel free to be creative in expressing your morale)
- MVP is almost done, feeling like theres a lot of different directions we can take the game with enough time.
- Screenshots
- Swago (Dancing animations):
- Dancing in game:
- Selling and Buying:
- RoadMapping and our UI lead:
- Pogo releasing gas particles
- Shed UI:
- Fish WIP:
Individual status reports:
Cher:
- Concrete Goals:
- Making something to house the tools/sabotage items
- Accomplished Goals:
- Shed UI, full background w/ the tools and sabotage items + item icons
- Goals Not Accomplished:
- A better seed selling asset with the fish NPC is a WIP
- Goals For Next Week:
- Finish revamping the seed UI with the fish, make it more stylistically consistent with the other assets
- Brainstorm with Jennie on stamina UI
- Create more art wherever needed in general
- What I’ve learned this week:
- Different styles of anthropomorphic fish characters are kind of funky; Shark Tale characters in particular are weird
- Individual morale: Still hyped
Cynthia:
- Concrete Goals:
- Implement water outside the new map
- Implement particle effects
- Import new world model and new NPC model into scene
- Integrate bloom into scene without interfering with the UI
- Accomplished Goals:
- Bloom is in the scene now, and does not affect the UI anymore
- I just had to initialize the color buffers after the GUI is initialized.
- Implemented particle effects (works for both effects we have, glow and dust)
- Imported the new world and the new NPC models from Danica
- Bloom is in the scene now, and does not affect the UI anymore
- Goals Not Accomplished:
- Got the water animating using a gradient noise map, but it just looks like a flat, blue plane with some water motion. Ideally, I wanna make it look nicer as opposed to a plane where the vertices are just moving. (something something mess with shaders something something use a normal map)
- Goals For Next Week:
- Get the water looking nice and cool
- Animate the trees, probably with more noise maps.
- What I’ve learned this week:
- What awet muda means (?)
- Noise maps are much more efficient for subtle movements
- What duck intestine taste like (it’s good :D)
- Individual morale:
- Excited to see all the progress with our game!
Danica:
- Concrete Goals:
- Add trading/selling
- Animate and implement logic for dancing
- Add colliders for trees
- Make and implement NPC model/class
- Make particles
- Change map for readability
- Accomplished Goals:
- Finished trading and selling w/ the brogrammers
- Connected UI to server and game logic (WOO)
- Finished dancing
- Got tree coords to add colliders later
- Made and imported NPC
- Made dust and shiny particles
- Changed map
- Roadmapped “nice to have” features with the team
- Debugged
- Finished trading and selling w/ the brogrammers
- Goals Not Accomplished:
- Adding tree collision
- Still debugging some NPC interaction stuff
- Goals For Next Week:
- Debug!
- Make sabotage items and implement them
- Make water/fertilizer system and implement them?
- Make more particle effects for watering/fertilizer/fireflies
- Get map ready to animate leaves and grass
- Maybe I can add more animations too ?
- What I’ve learned this week:
- Studying for literature exams is not worth it
- Watching Leon use the debugger makes me want to use the debugger
- Watching Nick use fprintf makes me want to use fprintf
- Printf is still my favourite debugging tool :^)
- Individual morale:
- Our game is turning out amazing ? We got a lot planned in the roadmapping session so I’m really excited to work on adding more features next week!!
Jakob:
- Concrete Goals:
- Get Server to send UI messages back to the client
- BIG Refactorings to all classes to make code cleaner
- Information about each type of vegetable is neatly stored in a hash-map
- Instead of determining behavior for all objects in the player class, we now use OnInteract() to let each Interactable class to determine their own behaviors
- Helped others with debugging game-logic
- Accomplished Goals:
- All listed above
- Goals Not Accomplished:
- Still have to do sound effects
- Still have to do music
- Have to fix PhysicsEngine not properly working with interactables (should be able to define an interaction radius).
- Goals For Next Week:
- Physics Engine
- Audio
- Implement Watering/Fertilizing
- Implement Sabotage Items
- What I’ve learned this week:
- music hard
- Individual morale:
- Feel like I didn’t contribute enough this week, hopefully I’ll be able to help more next time
Jennie:
- Concrete Goals:
- get server to send players location and build mini-map UI
- refactoring UI code to get input from other classes
- Optimizing loading of texture and models and make loading screen
- separate the initial waiting server response part from normal server-client communication to show status of other clients we are waiting on client side
- Accomplished Goals:
- everything except the texture loading
- Goals Not Accomplished:
- as it is difficult to separate the file O/I from the rest of model constructing code, we have tried to use file cache to optimize initial loading of model, but the effect seems to be negligible.
- So we replace the loading animation with percentage loading bar and a two-frame animate( animation credit to Cher!)
- Goals For Next Week:
- finish sale and buy UI logic
- level design of the map
- What I’ve learned this week:
- design pattern and version control are important
- It is probably about the time to get a new laptop with actual GPU
- Individual morale:
- Can’t believe is already Week7! So proud of the progress we have made so far
Leon:
- Concrete Goals:
- Get NPC interaction working
- Debug all known issues pertaining to NPCs and the planting/harvesting system
- Accomplished Goals:
- Helped get the NPC class and interaction working
- Debugged a lot of issues with how physics objects work; selling vegetables didn’t actually delete the object and caused a crash when near its previous interaction region
- Goals Not Accomplished:
- Add tree collisions to the map
- There are some small bugs pertaining to NPCs and the planting system
- Goals For Next Week:
- More debugging (hopefully not at late hours)
- Implement sabotage system (poison plots?)
- Add tree collisions
- Water/Fertilizer logic for planting system
- What I’ve learned this week:
- The VS debugger is still the best tool
- Individual morale:
- Was really busy the past week so I couldn’t get as much done as I wanted to 🙁 but now that midterms are over, I’m excited to keep working on this and get the MVP done!
Nicholas:
- Concrete Goals:
- Increase multiple-client robustness
- Add networking configs
- Help Jennie figure out multithreading for UI loading screen
- Accomplished Goals:
- Network robustness: handled all the common cases of network disconnection, timeout, and client termination so the game continues on when one client drops
- Trading system: worked with Danica to implement buying seeds and selling vegetables across the network. Also talked with Jakob about how the buy/sell UI and network should go together
- Goals Not Accomplished:
- Haven’t had time to look into running the animations with the OS timer while the main thread is reading from disk
- Goals For Next Week:
- Network is finally done, so moving on to game logic:
- Implement the sabotage mechanics, including:
- Stealing vegetables from pots
- Poisoning vegetables
- Mayhaps make it slippery for other players
- And stuffs
- If done with sabotage, can move on to player/fertilizer mechanics for plants
- What I’ve learned this week:
- Installing a library not in NuGet is really annoying, I ended up giving up and wrote my own simple config parser
- Individual morale:
- The game is really starting to take shape! With the trading mechanics done, we have the rudimentary interactions mechanics down, so hopefully we can playtest it soon