Difference between revisions of "Final Writeup"

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= A. In the project review document, start by addressing these main questions =
 
= A. In the project review document, start by addressing these main questions =
  
== 1. Game concept: How and why did your game concept change from initial concept to what you implemented? ==
+
== Game concept: How and why did your game concept change from initial concept to what you implemented? ==
== 2. Design: How does your final project design compare to the initial design, and what are the reasons for the differences, if any? ==
+
== Design: How does your final project design compare to the initial design, and what are the reasons for the differences, if any? ==
== 3. Schedule: How does your final schedule compare with your projected schedule, and what are the reasons for the differences, if any? (You should be able to glean this from your status reports.) ==
+
== Schedule: How does your final schedule compare with your projected schedule, and what are the reasons for the differences, if any? (You should be able to glean this from your status reports.) ==
  
 
= B. Then address these more general questions =
 
= B. Then address these more general questions =
 +
 +
== What software methodology and group mechanics decisions worked out well, and which ones did not? Why? ==
 +
== Which aspects of the implementation were more difficult than you expected, and which were easier? Why? ==
 +
== Which aspects of the project are you particularly proud of? Why? ==
 +
== What was the most difficult software problem you faced, and how did you overcome it (if you did)? ==
 +
== If you used an implementation language other than C++, describe the environments, libraries, and tools you used to support development in that language. What issues did you run into when developing in that language? Would you recommend groups use the language in the future? If so, how would you recommend groups best proceed to make it as straightforward as possible to use the language? And what should groups avoid? Finally, how many lines of code did you write for your project? (Do not include code you did not write, such as library source.) Use any convenient mechanism for counting, but state how you counted. ==
 +
== In developing the media content for your project, you relied upon a number of tools from the DirectX/OpenGL libraries to modeling software. And you likely did some troubleshooting to make it all work. So that students next year can benefit from what you learned, please detail your tool chain for modeling, exporting, and loading meshes, textures, and animations. Be specific about the tools and versions, any non-obvious steps you had to take to make it work (e.g., exporting from the tool in a specific manner), and any features or operations you specifically had to avoid — in other words, imagine that you were tutoring someone on how to use the toolchain you used to make it all work. Also, for the tools you did use, what is your opinion of them? Would you use them again, or look elsewhere? ==
 +
== Would you have rather started with a game engine like Ogre or would you still prefer to work from scratch?
 +
==  For those who used a networking library (e.g., RakNet), would you use it again if you were starting over knowing what you know now? Describe any lessons you learned using it (problems that you had to troubleshoot and how you addressed them) for future groups who may use it. If you did not use a library, judging from the experiences of the groups that did, would you have used it in retrospect?
 +
== Looking back over the past 10 weeks, how would you do things differently, and what would you do again in the same situation? ==
 +
== Which courses at UCSD do you think best prepared you for CSE 125? ==
 +
== What was the most important thing that you learned in the class? ==
 +
== Please post final screenshots of your game on your group pages for posterity. ==
 +
 +
 
= C. Finally, if you wish, I would appreciate any feedback on the course =
 
= C. Finally, if you wish, I would appreciate any feedback on the course =

Revision as of 13:56, 10 June 2013

Contents

A. In the project review document, start by addressing these main questions

Game concept: How and why did your game concept change from initial concept to what you implemented?

Design: How does your final project design compare to the initial design, and what are the reasons for the differences, if any?

Schedule: How does your final schedule compare with your projected schedule, and what are the reasons for the differences, if any? (You should be able to glean this from your status reports.)

B. Then address these more general questions

What software methodology and group mechanics decisions worked out well, and which ones did not? Why?

Which aspects of the implementation were more difficult than you expected, and which were easier? Why?

Which aspects of the project are you particularly proud of? Why?

What was the most difficult software problem you faced, and how did you overcome it (if you did)?

If you used an implementation language other than C++, describe the environments, libraries, and tools you used to support development in that language. What issues did you run into when developing in that language? Would you recommend groups use the language in the future? If so, how would you recommend groups best proceed to make it as straightforward as possible to use the language? And what should groups avoid? Finally, how many lines of code did you write for your project? (Do not include code you did not write, such as library source.) Use any convenient mechanism for counting, but state how you counted.

In developing the media content for your project, you relied upon a number of tools from the DirectX/OpenGL libraries to modeling software. And you likely did some troubleshooting to make it all work. So that students next year can benefit from what you learned, please detail your tool chain for modeling, exporting, and loading meshes, textures, and animations. Be specific about the tools and versions, any non-obvious steps you had to take to make it work (e.g., exporting from the tool in a specific manner), and any features or operations you specifically had to avoid — in other words, imagine that you were tutoring someone on how to use the toolchain you used to make it all work. Also, for the tools you did use, what is your opinion of them? Would you use them again, or look elsewhere?

== Would you have rather started with a game engine like Ogre or would you still prefer to work from scratch? == For those who used a networking library (e.g., RakNet), would you use it again if you were starting over knowing what you know now? Describe any lessons you learned using it (problems that you had to troubleshoot and how you addressed them) for future groups who may use it. If you did not use a library, judging from the experiences of the groups that did, would you have used it in retrospect?

Looking back over the past 10 weeks, how would you do things differently, and what would you do again in the same situation?

Which courses at UCSD do you think best prepared you for CSE 125?

What was the most important thing that you learned in the class?

Please post final screenshots of your game on your group pages for posterity.

C. Finally, if you wish, I would appreciate any feedback on the course