Group Status Report:
- Summarize your overall status for the week
- Squashed bugs
- More UI stuff!
- Include both the week # and the date of the meeting
- Week 9, meeting May 31st
- add a statement summarizing the group morale (feel free to be creative in expressing your morale)
- We’re bug squashers
- Screenshots
Squashing bugs:
Individual status reports:
Cher:
- Concrete Goals:
- Finish all remaining necessary 2D assets
- Accomplished Goals:
- Delicious vegetable icons for selling confirmation UI
- Additional signs (eggplant spawning, two-minute home stretch)
- Goals Not Accomplished:
- N/A
- Goals For Next Week:
- Help tie up loose ends with the rest of the team (e.g. assets besides 2D)
- What I’ve learned this week:
- Small corn kernels suck to paint, but big spherical objects are more fun; shout out to tomatoes, they have never let me down
- Individual morale: Still a little all over the place but extremely excited for our game
Cynthia:
- Concrete Goals:
- Add Danica’s skybox to game
- Add point light to NPC
- Add point light to eggplant during night phase (if held)
- Accomplished Goals:
- Add Danica’s skybox to game
- Add point light to NPC
- Add point light to eggplant during night phase (if held)
- Goals Not Accomplished:
- N/A
- Goals For Next Week:
- More playtesting
- Clean up code
- What I’ve learned this week:
- No one likes dried mango except me. i like dried mango. its good. great even
- Individual morale:
- Excited for Friday C:
Danica:
- Concrete Goals:
- Skyboxes
- Eggplant stuff
- Squash bugs
- Raytracer
- Testing
- Accomplished Goals:
- Skyboxes
- Eggplant stuff
- Squash bugs
- Testing
- Goals Not Accomplished:
- Raytracer
- Goals For Next Week:
- Continue testing and squashing bugs
- Raytracing
- What I’ve learned this week:
- Movement vectors
- Individual morale:
- Not great (because of outside factors), but still working
Jakob:
- Concrete Goals:
- Finish SFX
- Finish Music
- Make Significant Progress on raytracer
- Accomplished Goals:
- Finish SFX
- Made 2 minute timer music
- minor progress on raytracer
- Goals Not Accomplished:
- Raytracer will likely not be able to be fully implemented
- need night music, and victory music
- Goals For Next Week:
- night music
- victory music
- camera automation on victory
- What I’ve learned this week:
- raytracing is very hard, and getting assets to be drawn, deleted, animated, etc with particles as well, is an entire other project that we won’t have time for
- Individual morale:
- Our game looks really good, and there’s just some bugs to fix and balancing to do before it’s demo ready!
Jennie:
- Concrete Goals:
- Finishing Character Selection Page
- sell Confirmation UI
- Timely event sign: Eggplant spawn and two min remaining
- flashing and change color of timer when only 2 min left
- make UI adapt to full screen setting and black-fill the background of UI image
- Play test
- Accomplished Goals:
- Character Selection
- Complete character Selection page with another client-server sync packet and UI reflects the choices of other player and takes in user input.
- Move client socket initialization after the file pre-loading so all client enter the character selection at the same time.
- Change tint color for the selected character and change color of the hovered character name.
- sell confirmation
- add additional field in the server header to determine the object player is holding and whether to open sell UI
- remove all the hard code logic
- Refactor the font
- Signs
- add additional field in the header about when the eggplant sign should be trigger ( I was thinking about if I should just hardcoded the time the sign shows as the time is hardcoded in the gamemanager, but it is better practice to make it dynamic)
- The 2 min remaining sign will just use the remaining-sec variable in the timer
- The sign will fade in on trigger and fade out after 5 sec
- Flashing Timer
- The spinner and text of timer will turn red when there is only 2min remaining and the text will start flashing. I tried to flash both text and spinner but it looks kinda weird so only the text is flashing now.
- Refactor the math to make image background of UI to have black fill background
- fix the bug that if you watering on an empty pot the server crash ( it was the one line if statement {} thing.
- Character Selection
- Goals Not Accomplished:
- Nothing really
- Goals For Next Week:
- just keep play test!
- What I’ve learned this week:
- Human are more productive when it is close to deadline
- Individual morale: Great! Just a bit anxious about the flight back home after quarter end
Leon:
- Concrete Goals:
- Debugging general game bugs/colliders
- Polishing
- Fullscreen functionality
- Accomplished Goals:
- Enabled fullscreen
- Fixed a bug where it crashed the game when minimized
- Added and tweaked the last few static/interact colliders on the map + NPC
- Helped debug Sphere to AABB collision resolution
- Goals Not Accomplished:
- N/A
- Goals For Next Week:
- Debugging, polishing, and finish things up
- What I’ve learned this week:
- Debugger is still the best
- Individual morale:
- Excited for next week and finishing things up!
Nicholas:
- Concrete Goals:
- Finish character selection
- Polish GUI
- General debug
- Accomplished Goals:
- Character selection
- Changed Player object instantiation to match with the client’s selection
- Reordered the scoreboard to match the char selection order
- For characters not selected, remove the scoreboard entry and the minimap icon
- Client displays which player has selected which character in the char selection screen
- Added logic to change selection, as long as the last player hasn’t chosen yet
- Added logic so the selection cursor jumps over selected characters
- UI changes
- After taking input from several testers, we decided to change the font of the buy and sell screen
- Properly cleaned up the GUI text punctuation, leading & trailing whitespaces, etc.
- Miscellaneous new mechanics:
- Eggplants now spawn deeper, so it’s harder to spot
- Players move slower when carrying the eggplant (because it’s huge and heavy)
- Prevent stealing from player who’s confirming their sale to the NPC
- Miscellaneous debug:
- Pressing escape now closes the sell confirmation UI (in case a player doesn’t want to sell for whatever reason)
- Changed the model render order to draw the particles last. This fixes some bugs where the particles blocks other objects
- Fixed a bug where pressing the right arrow doesn’t make the selection go to the shovel when the cursor is at the Farmer’s Ale
- Fixed crashes on attempts to delete a non-existent object in the game manager.
- Fixed some bugs when dropping and deleting items after the introduction of some sounds
- Character selection
- Goals Not Accomplished:
- N/A
- Goals For Next Week:
- Sad there is no next week
- What I’ve learned this week:
- Spreading the IntelliJ gospel to Jakob, like how the IDE can figure out which variables you want just by typing the word initials (e.g. it recognizes teplcnam as “temporaryPlayerCharName”)
- Individual morale: Am tired trying to get all school work done by this week so I can just focus on 125 on week 10, but otherwise am excited for demo day and really like how polished our game is becoming