Project Spec
CSE 125 · GROUP 1 · 2026
A. Project Description
Game Type
What kind of game are you planning to build?
Exploration & resource collection → boss fight; mix of cooperation and player vs player dynamics.
Goals
What are the goals of the game? How do they win/lose?
- Stage 1: Collect resources and increase player stats.
- Stage 2: Beat the boss and eliminate players if needed — escape back to your home planet, but there are only a limited number of seats (a random number between 1–4)!
- Win: Get a seat on the spaceship back to your home planet.
- Lose: Die or don't get a seat on the spaceship back home.
Unique Aspects
What are the interesting or unique aspects to your game?
- Cooperation and player vs player mix — a twist in stage 2 of the game.
- Sound-based gameplay — the boss is attracted to any sound made by players.
- Beautiful storyline 🤩
Feature List
Prioritized feature list.
Must Have: Boss fight, basic resource collection, basic sound logic for boss pathing, throwing mechanics for player vs player, player stats UI, art, jumping and walking/running.
Really Nice: Dedicated stage for resource collection, four distinct players/characters, defeatable boss (HP) and related stats, player selection page, throwing for player vs enemy, different views/shaders per character, healing mechanic.
Cool If Ahead: Spatial audio, live display of all views at once, visible throwing trajectory, "pacifist" twist.
B. Group Management
Roles
What are the major roles in your group's management?
- Luna: Main management, progress tracking, Discord organization, running meetings.
- Katy & Anya: Logistics, meeting notes, and organization.
- Fatimah: Managing the group website.
- Everyone: Major decisions and task distribution.
Decisions
How will decisions be made?
Group consensus — discuss options, vote when needed, and reach compromises that work for everyone.
Communication
How will you communicate and collaborate online?
Notion for documentation and notes, GitHub for issue tracking and project management, Discord for updates, resources, and virtual work sessions.
Schedule Slips
How will you know when you're off schedule, and how will you deal with it?
Tentative weekly schedule with defined goals tracked against actual progress. If delays occur, prioritize core features and redistribute tasks or collaborate more closely.
Status Reports
Who will produce the weekly group status reports?
Anya compiles weekly status reports. Fatimah updates and manages the group website. All team members contribute progress updates.
Meetings
When will you have your weekly group meetings?
- Weekly meeting: Fridays 11:00 AM – 12:00 PM
- In-person work sessions: Tuesdays 11:00 AM – 2:00 PM
- Additional sessions: Fridays 4:00 PM – 6:00 PM
C. Project Development
Development Roles
What are the development roles and who will handle them?
- Katy: Systems and UX
- Anya: Systems (graphics or networking support if needed)
- Thanh: Networking
- Fatimah: UI/UX, level design, website
- Richard: Physics (also networking/systems/logistics if needed)
- Luna: Art, graphics, physics if needed
- Yuehua: Art + graphics
Tools
What tools will you use?
Git · Visual Studio · VS Code · C++
Documentation
How will you handle documentation?
- Internal: Discord forum channel — each feature has its own post.
- External: Video tutorials, CSE 125 website with updates.
D. Project Schedule
| Week |
Graphics |
Systems / Logic |
Physics |
Art / Animation |
Milestone |
| 1 |
Basic mesh on a window. |
Choose network implementation. |
Research custom physics setup. |
Determine overall atmosphere/vibe. |
|
| 2 |
Basic camera input (WASD, mouse). Texture & material upload. |
Basic client–server communication. |
AABB basics — floor, player, object collision. |
Boss map + character design drafts. Start modeling. |
Basic game functionalities. |
| 3 |
Merge graphics with network input. |
Merge graphics with network. |
Throwing, picking up objects. |
Basic map + character models done. |
Merged graphics & networked server/client. |
| 4 |
Skeleton/animation system. |
Application layer data structures. |
Hit detection for thrown objects. |
Start animation, more modeling. |
|
| 5 |
Load model animations. |
Network optimizations. |
Debugging. |
Animation, modeling, graphics integration. |
|
| 6 |
Bind animations with actions. |
|
Debugging. |
Animation, modeling, graphics integration. |
Boss stage + mechanics complete. |
| 7 |
|
Resource collecting mechanic complete. |
Debugging. |
|
|
| 8 |
State machine. |
State machine. |
Debugging. |
|
Resource stage complete. |
| 9 |
|
|
Debugging. |
|
|
| 10 |
|
|
|
|
Demo! |