CSE_125_GROUP_02
System_Status Progressing
GitHub_Link

Week_09 // 2026.05.26

Group status report and individual member logs

Uplink Quality

01_GROUP_WEEKLY_REPORT

Group_Status_Report

With only two weeks left, the team has been dialing in on the most essential components that have not yet been implemented. The render team is focussing on particles, shadows, bloom, and lighting. With the networking essentially complete, all hands are on the gameplay deck. Our artist has finished stage two of map grayboxing and is now transitioning into detailing. Our goal is to finish the map model by the end of this week and have the map textured by demo day next week.

Morale

Morale is high but so is the scramble.

Concerns

There are no major concerns at the moment beyond figuring out what we will have to cut because of time.

MoraleHigh

StressOK

Team StatusOK

Latest_Screenshots

Latest project screenshot. Latest project screenshot.

02_INDIVIDUAL_REPORTS

Joshua Castaneda

Graphics / Misc

Concrete_Goals

Originally was going to do point lights, shifted over to particles

Accomplished

I reimplemented particles and made it so bullet tracers came out of the tip of the gun instead of the bottom right corner. I also fixed an issue with the asset loading we didn't catch last week.

Why_It_Changed

The biggest hiccup came from trying to reuse some of the particle stuff we already had. I figured the framework from the stuff we had before was good enough and we just needed to stylize the particles. Had a little trouble getting it to run with the new renderer, but it got figured out.

Next_Week

I would like to finish styling the main particles, like bullet tracers and impact particles. I am also tasking myself with implementing some basic anti-aliasing.

What_I_Learned

I wouldn't say anything particularly stood out. Just had a small reminder to not only code for the "happy path" when it comes to the asset loading things.

Individual_Morale

Morale is good, wonder where we will be by the end of the week.

Cedric-James David

Gameplay / Network

Concrete_Goals

Keybind settings, Controller stick settings (sensitivity, aim assist strength, deadzone), Users spin up custom servers through client, Menus redesign

Accomplished

Keybinding, Controller settings, Clients can spawn custom servers (not complete as of writing)

Why_It_Changed

Forgot how to spawn child processes + trying to find libraries to help us with getting menus. Also spent some time learning more about port binding.

Next_Week

Finish up custom servers + redesign menu UI

What_I_Learned

Relearned how forking + spawning processes worked, interprocess communication.

Individual_Morale

Good. Was able to get a lot more done this week compared to previous weeks.

Guthry Hahm

Graphics

Concrete_Goals

Get some basic form of shadows working, I spoke with my team and we decided shadows were more important than AO

Accomplished

I am still in the midst of learning about inserting shadow maps into the rendering pipeline, there was a lot of boilerplate I had to change that made certain assumptions that didn’t hold when you add shadows.

Why_It_Changed

This week I wasn’t expecting shadows to be this involved, so that delayed my progress on it. Also my laptop charger broke so that prevented me from making some progress.

Next_Week

Finish shadows, get bloom working.

What_I_Learned

I learned a lot about shadows and shadow maps, how they are implemented in a render piepline, how the gpu has hardware pcf and other built in functions specifically made for shadows, etc

Individual_Morale

My morale is alright. I think I’ll be able to get everything done in time this week, although it may be a tight squeeze

Daniil Katulevskiy

Physics / CI

Concrete_Goals

A wishlist of features for the game.

Accomplished

Fixed physics stutters, worked on IK for hands and guns. Updated collisions again. Added text and voice chat. Reworked SFX system to be modular and work with spatial sounds.

Why_It_Changed

I expected to do more, but was quite busy.

Next_Week

todo wishlist: finish global broadcast, gameplay loop improvements, HUD final redesign, UI menus backend and design, add emotes, improve animations to match real movement more closely, finish hand-gun IK

What_I_Learned

Don't think we'll quite get to halo 3 level, but will try our best.

Individual_Morale

Good.

Jolina Leong

Art / Modeling

Concrete_Goals

Finalize basic layout for the map, Wanted to finish the player model.

Accomplished

Fixed up the map and added platforms/elevation changes/vent to make it a bit more interesting gameplaywise as requested, got the go to start detailing the map so the basic layout is essentially finalized

Why_It_Changed

Map is going smoothly, but currently having a bit of trouble with the player model, progress on that is slower than I'd like but I don't forsee it being a huge disruption in the current flow of things.

Next_Week

Finish detailing the map in preparation for texturing/rendering, Finish the player model by the 28th at latest.

What_I_Learned

Modeling clothes and armor for the player, I normally work with more geometric shapes so there's been a lot that's new in that process.

Individual_Morale

Morale is alright, am looking forward to detailing the map to make it look more organic and spaceship-like

Jacob Roner

Gameplay / Integration

Concrete_Goals

My main goal was to balance the weapons, rework the charge rifle, fix some issues with projectiles, rework game configs, add direction to spawner points.

Accomplished

Reworked the Railgun: added scope and charge damage when scoped in. Began working on the HUD overhaul. Worked with Jolina to finish up grayboxing. Helped Jolina get Substance Painter 3d (Gonna use that for textures)

Why_It_Changed

I was not planning on doing the HUD overhaul, it was originally going to be Scott. However, since Daniil, Cedric, and I worked on the design, I figured it would be best for me to fo the rework.

Next_Week

I want to add health packs into the game, add direction to spawner points, add muzzel points to all the weapon models for particles, and redo the weapon animations.

What_I_Learned

I learned how annoying Adobe is as a company and how utterly frustrating it is to get any help from them.

Individual_Morale

Feeling pretty good. I am a little nervous about the time constraint.

Scott Semtner

Network

Concrete_Goals

Help with whatever needs doing, which ended up being implementing reload timers and a basic reload animation.

Accomplished

I got the reload relay implemented, it's configurable per weapon type and has an animation on the gun model dropping out of frame and are progress circle around the crosshair.

Why_It_Changed

It took a bit to figure out what needed to be done but I think it ended up fine.

Next_Week

Work on bloom / recoil / whatever we decide on the rifle weapon so it's not just 100% accuracy.

What_I_Learned

Learned how to draw a circle out of line segments on the HUD with the help of claude reading the existing codebase :)

Individual_Morale

I'm feeling pretty good

03_SCREENSHOTS_ARCHIVE

Screenshot_01 // Week 09 Gameplay

In game screenshot from week 9.

Screenshot_02 // Settings Menu

Screenshot of settings menu.
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