Week 6 Status Report


Group Status Report:

  1. Summarize your overall status for the week
    1. Added dancing
    2. Added minimap
    3. Finished trading/selling
    4. Added new loading screen
    5. Improved network robustness, crashed in one client no longer propagate through the entire system
  2. Include both the week # and the date of the meeting
    1. Week 6 meeting on May 10th
  3. add a statement summarizing the group morale (feel free to be creative in expressing your morale)
    1. MVP is almost done, feeling like theres a lot of different directions we can take the game with enough time.
  4. Screenshots
  1. Swago (Dancing animations):

  2. Dancing in game:
  3. Selling and Buying:
  4. RoadMapping and our UI lead:
  5. Pogo releasing gas particles
  6. Shed UI:
  7. Fish WIP:

Individual status reports:

Cher:

  1. Concrete Goals:
    1. Making something to house the tools/sabotage items
  2. Accomplished Goals:
    1. Shed UI, full background w/ the tools and sabotage items + item icons
  3. Goals Not Accomplished:
    1. A better seed selling asset with the fish NPC is a WIP
  4. Goals For Next Week:
    1. Finish revamping the seed UI with the fish, make it more stylistically consistent with the other assets
    2. Brainstorm with Jennie on stamina UI
    3. Create more art wherever needed in general
  5. What I’ve learned this week:
    1. Different styles of anthropomorphic fish characters are kind of funky; Shark Tale characters in particular are weird
  6. Individual morale: Still hyped

Cynthia:

  1. Concrete Goals:
    1. Implement water outside the new map
    2. Implement particle effects
    3. Import new world model and new NPC model into scene
    4. Integrate bloom into scene without interfering with the UI
  2. Accomplished Goals:
    1. Bloom is in the scene now, and does not affect the UI anymore
      1. I just had to initialize the color buffers after the GUI is initialized.
    2. Implemented particle effects (works for both effects we have, glow and dust)
    3. Imported the new world and the new NPC models from Danica
  3. Goals Not Accomplished:
    1. 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)
  4. Goals For Next Week:
    1. Get the water looking nice and cool
    2. Animate the trees, probably with more noise maps.
  5. What I’ve learned this week:
    1. What awet muda means (?)
    2. Noise maps are much more efficient for subtle movements
    3. What duck intestine taste like (it’s good :D)
  6. Individual morale:
    1. Excited to see all the progress with our game!

Danica:

  1. Concrete Goals:
    1. Add trading/selling
    2. Animate and implement logic for dancing
    3. Add colliders for trees
    4. Make and implement NPC model/class
    5. Make particles
    6. Change map for readability
  2. Accomplished Goals:
    1. Finished trading and selling w/ the brogrammers
      1. Connected UI to server and game logic (WOO)
    2. Finished dancing
    3. Got tree coords to add colliders later
    4. Made and imported NPC
    5. Made dust and shiny particles
    6. Changed map
    7. Roadmapped “nice to have” features with the team
    8. Debugged
  3. Goals Not Accomplished:
    1. Adding tree collision
    2. Still debugging some NPC interaction stuff
  4. Goals For Next Week:
    1. Debug!
    2. Make sabotage items and implement them
    3. Make water/fertilizer system and implement them?
    4. Make more particle effects for watering/fertilizer/fireflies
    5. Get map ready to animate leaves and grass
    6. Maybe I can add more animations too ?
  5. What I’ve learned this week:
    1. Studying for literature exams is not worth it
    2. Watching Leon use the debugger makes me want to use the debugger
    3. Watching Nick use fprintf makes me want to use fprintf
    4. Printf is still my favourite debugging tool :^)
  6. Individual morale:
    1. 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:

  1. 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
  2. Accomplished Goals:
    • All listed above
  3. 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).
  4. Goals For Next Week:
    • Physics Engine
    • Audio
    • Implement Watering/Fertilizing
    • Implement Sabotage Items
  5. What I’ve learned this week:
    • music hard
  6. Individual morale:
    • Feel like I didn’t contribute enough this week, hopefully I’ll be able to help more next time

Jennie:

  1. Concrete Goals:
    1. get server to send players location and build mini-map UI
    2. refactoring UI code to get input from other classes
    3. Optimizing loading of texture and models and make loading screen
    4. separate the initial waiting server response part from normal server-client communication to show status of other clients we are waiting on client side
  2. Accomplished Goals:
    1. everything except the texture loading
  3. Goals Not Accomplished:
    1. 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.
    2. So we replace the loading animation with percentage loading bar and a two-frame animate( animation credit to Cher!)
  4. Goals For Next Week:
    1. finish sale and buy UI logic
    2. level design of the map
  5. What I’ve learned this week:
    1. design pattern and version control are important
    2. It is probably about the time to get a new laptop with actual GPU
  6. Individual morale:
    1. Can’t believe is already Week7! So proud of the progress we have made so far

Leon:

  1. Concrete Goals:
    1. Get NPC interaction working
    2. Debug all known issues pertaining to NPCs and the planting/harvesting system
  2. Accomplished Goals:
    1. Helped get the NPC class and interaction working
    2. 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
  3. Goals Not Accomplished:
    1. Add tree collisions to the map
    2. There are some small bugs pertaining to NPCs and the planting system
  4. Goals For Next Week:
    1. More debugging (hopefully not at late hours)
    2. Implement sabotage system (poison plots?)
    3. Add tree collisions
    4. Water/Fertilizer logic for planting system
  5. What I’ve learned this week:
    1. The VS debugger is still the best tool
  6. Individual morale:
    1. 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:

  1. Concrete Goals:
    1. Increase multiple-client robustness
    2. Add networking configs
    3. Help Jennie figure out multithreading for UI loading screen
  2. Accomplished Goals:
    1. Network robustness: handled all the common cases of network disconnection, timeout, and client termination so the game continues on when one client drops
    2. 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
  3. Goals Not Accomplished:
    1. Haven’t had time to look into running the animations with the OS timer while the main thread is reading from disk
  4. Goals For Next Week:
    1. Network is finally done, so moving on to game logic:
    2. Implement the sabotage mechanics, including:
      1. Stealing vegetables from pots
      2. Poisoning vegetables
      3. Mayhaps make it slippery for other players
      4. And stuffs
    3. If done with sabotage, can move on to player/fertilizer mechanics for plants
  5. What I’ve learned this week:
    1. Installing a library not in NuGet is really annoying, I ended up giving up and wrote my own simple config parser
  6. Individual morale:
    1. 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

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