Graphics is currently being merged in (working on windows but not on Mac). Collisions are still being worked on. Animations, models, and UI are merged into the main/multiplayer branch. Most of the gameplay is in-place but we will need to work on the third thief ability and security guard capture. There is also some debugging that needs to be done like with the camera. Audio is in the process of being added to the game.
Stressed for the upcoming demo :D
For this week, networking worked on updating the server/client to use the new packet classes and integrating the gameplay-npc branch into the multiplayer branch. They were able to integrate the new game logic (NPCs, grabbing artifact, security guard ability) into the server and client, and everything has been updated to use the new packet classes; for this upcoming week, they'll focus on integrating the new GUIs into the server and client. Gameplay has been working on collisions, GUI styling, and integrating together the various components of the game (start page, character selection, main game, mini game, etc.); they're still ironing out a few bugs with the minigame and collision code, and will continue to work on that this upcoming week. Art has finished creating the player items (baton, taser gun, and flashlight). Graphics has finished the animation system; they've also been able to load in the models and test the animations that we have so far.
Getting a little worried now that demo day is rapidly approaching :D
The project is going well. For networking, multiplayer support is added and the server handles all state updates. It has also been caught up to use the packet classes. For gameplay, there is a new ability for the security guard to temporarily reveal the thieves’ locations on the minimap. The minigame and main game have been connected together, and the player spawns at the start of the museum when they complete the minigame. For graphics, animations are in progress and being debugged. For art, we finished UV unwrapping and coloring the map.
Overall pretty good, though there are still some worries about integrating everybody's work.
We made a good amount of progress this week. For networking, camera logic, cursor, alt keys, and minigame logic moved to the server. For graphics, animations are being worked on. For gameplay, the minigame to get back into the museum is mostly implemented, the character is able to move and jump on the platforms. NPC movement logic has been added and been made more natural. The actual models of the characters are also now used in the game, replacing the cube. For art, we created the base mesh for the game map (museum) and finished rigging and animating the security guard.
A bit worried about nearing the end of the quarter and want to focus on integration between all branches.
The project is coming along. For networking, packets are more generalized and the two thief abilities and jumping are now handled by the server. For gameplay, NPCs have randomly generated positions and paths. Also started on implementing the re-entering game and have set up the start for it. For the UI aspect, the start menu game state now handles character selection and there is a toolbar ready for when we start adding items. For graphics, we’ve finished adding textures, assimp works, and the graphics branch is reorganized. For art, we rigged and animated the thief.
There is some nervousness about next steps but feeling good about the project overall
It is going well and we were able to meet our goals for the week. For art, the models were revamped and base color was added. Most of the server graphics integration is done, just need to work on some key inputs and incorporate the new gameplay logic introduced in the last week. For gameplay, abilities were added and characters can be picked; still need to work on the multiplayer aspect for abilities. A minimap also now appears on the upper lefthand corner and players can grab artifacts nearby. For physics, collision detection was added between acis aligned bounding boxes and for converting the initial bounding boxes into world coordinate axis aligned bounding boxes.
Stressed but hopeful.
We are doing good. We were able to reach the weekly goal for graphics, but there are couple aspects that could be improved. Intergration might be difficult, but we will hopefully figure out. The artist was able to create two base character models, although the initial goal was to make three. The networking team was able to get the server/client running on both Mac and Windows. They're now able to run the OpenGL code and will begin integrating game logic, rendering, and input handling into the server and client. The gameplay team talk about the complete game flow and specify some details. It was able to make objects jump normally, get camera align move with cube, and create the free-look camera and disable/able of the mouse. Documentation with doxygen and added GitHub workflow to deploy website to server. Also, the gameplay part can now run on both mac and windows.
Our group morale is high.
The project's coming along well across all areas. For art, we've created designs for the floor plan as well as models for the thieves and the security guard. On the graphics side, we’ve got the cube moving. The networking team has the echo server working with ticks and is moving ahead with Winsock. For gameplay, we added physics to the jump function and implemented velocity, so now the cube keeps moving while a key is pressed. Overall, we were able to meet the goals we set for the week.
We're feeling pretty good about the project!