Difference between revisions of "Main Page"
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− | [[File:NORDlogo.jpg|150px]] [[File: | + | [[File:NORDlogo.jpg|150px]] [[File:Server 2013-06-12 20-24-12-46.png|thumb|week10]][[File:Server 2013-06-12 20-31-39-63.png|thumb|death]] |
+ | <html><iframe class="youtube-player" type="text/html" width="640" height="385" src="http://www.youtube.com/embed/UP8jaaK-HyI" allowfullscreen frameborder="0"> | ||
+ | </iframe></html> | ||
+ | <br> | ||
+ | <html><iframe src="http://free.timeanddate.com/countdown/i3nhzsp3/n770/cf111/cm0/cu4/ct0/cs0/ca0/cr0/ss0/cac000/cpc000/pct/tc900/fs100/szw320/szh135/tatDemo%20Day/tac000/tptGG/tpc000/mac000/mpc000/iso2013-06-07T00:00:00" frameborder="0" width="320" height="135"></iframe></html> | ||
=='''Info:'''== | =='''Info:'''== | ||
Line 7: | Line 11: | ||
[[Weekly Screenshots]] | [[Weekly Screenshots]] | ||
+ | |||
+ | [https://docs.google.com/spreadsheet/ccc?key=0AlcaBHer-7BOdEpCeVU1VTNrQWVsTDRrdWhQN3I4QVE#gid=0 magic combinations] | ||
+ | |||
+ | [[Final Project Review]] | ||
+ | |||
+ | =='''DOWNLOAD THE GAME:'''== | ||
+ | [http://cse125.ucsd.edu/cse125/2013/cse125g5/files/CodexSetupLAST.exe Codex Last Installer]<br> | ||
+ | <strike>[http://cse125.ucsd.edu/cse125/2013/cse125g5/files/codexFinalXSetup.exe Codex Final Installer]</strike><br> | ||
+ | <strike>[http://cse125.ucsd.edu/cse125/2013/cse125g5/files/codexSetupFinal.exe Codex Installer]</strike> | ||
+ | |||
+ | [[README]] | ||
+ | |||
+ | =='''Technical Feats:'''== | ||
+ | *Found and fixed Networking Bug in SFML library | ||
+ | *Cross platform support | ||
+ | *Oriented Bounding Boxes / Quadtree for collisions | ||
+ | *Skeletal Animation | ||
+ | *Texture filtering | ||
+ | *Particle effects | ||
+ | *Dynamic light sources | ||
=='''Status Reports:'''== | =='''Status Reports:'''== | ||
Line 25: | Line 49: | ||
=='''TODO:'''== | =='''TODO:'''== | ||
===Doable this week?=== | ===Doable this week?=== | ||
− | *<strike> | + | *defense buff |
− | *<strike> | + | *balance debuffs, mana cost, movement, melee vs projectile , charge time |
− | *<strike> | + | *<strike>wall height and scaling</strike> |
− | *weapon pick up and | + | *projectile changing side on gfx |
− | * | + | *finalize map, make it dynamic |
− | * | + | *sound fx |
+ | **<strike>pick up weapon | ||
+ | **switch weapon | ||
+ | **combine | ||
+ | **fire | ||
+ | **melee</strike> | ||
+ | **charge | ||
+ | *remove the old power up stuff | ||
+ | *<strike>weapons go away after you drop, or some way to get around 2 weapons that get put in the same spot, can be solved by giveing small velocity and using gravity</strike> | ||
+ | *weapon spawns (the basic attack should be random of the type 1 elements) (make sure like 10 don't spawn in the same spot. (Allen) | ||
+ | *get hit while charging disables the projectile (alvin) | ||
+ | *look for sounds SRS this is important EVERyonE can do this simultaneously, i'm taking the ones from FE right now lol | ||
+ | **shooting projectile (could be more specific to type (fire/thunder/ice)) | ||
+ | **combining projectile | ||
+ | **get hit | ||
+ | **charging | ||
+ | *<strike>debuffs [matthew will do over weekend]</strike> | ||
+ | **slower when hit by ice etc | ||
+ | *CLEAN THE CODE. MOVE FUNCTIONS FROM HPP TO CPP | ||
+ | *score screen (bowen) | ||
+ | *<strike>game logic and respawning </strike> | ||
+ | *<strike>melee</strike> | ||
+ | *<strike>object pooling for weaponfist and weaponfire</strike> | ||
+ | *<strike>cannot do stuff on death</strike> | ||
+ | *sound for charging (should stop when stop charging)(alvin) | ||
+ | *<strike>rotate projectiles bounding box (matthew) | ||
+ | *2 bounding box for player (matthew) | ||
+ | </strike> | ||
+ | |||
+ | ===soon=== | ||
+ | *<strike>HUD (bowen)</strike> | ||
+ | **get images in HUD (bowen and khanh) | ||
+ | **aimer, like magic circle (bowen and khanh) | ||
+ | **pick up weapon feed back (should tell you what you can pick up) (bowen) | ||
+ | **knowing which weapon is equipped, which one can be switched to (bowen and matt c?) | ||
+ | **currently charged spell | ||
+ | **charge timer visualization (how much time left to charge, and what next spell will be) | ||
+ | *multiple animations for attack\ | ||
+ | *particles | ||
+ | *crouch | ||
+ | *animation for walls | ||
===later=== | ===later=== | ||
− | * | + | *clocks to ticks |
− | * | + | *associate z with depth and y with height |
− | * | + | |
− | * | + | ===Graphics=== |
− | * | + | *animations |
− | * | + | *transformation feedback |
− | * | + | *advanced shader staff |
+ | *put buffers into buffer class | ||
+ | *rotations of player does not match (if player is looking at you, you see their side) | ||
===known issues=== | ===known issues=== | ||
− | |||
*input, cant press 2 buttons sometimes | *input, cant press 2 buttons sometimes | ||
+ | *lag when charging | ||
+ | *drop your first staff of fire, is unable to render because that weapon (originally on player) was not in entities |
Latest revision as of 18:19, 18 November 2014

Contents
Info:
DOWNLOAD THE GAME:
Codex Last Installer
Codex Final Installer
Codex Installer
Technical Feats:
- Found and fixed Networking Bug in SFML library
- Cross platform support
- Oriented Bounding Boxes / Quadtree for collisions
- Skeletal Animation
- Texture filtering
- Particle effects
- Dynamic light sources
Status Reports:
TODO:
Doable this week?
- defense buff
- balance debuffs, mana cost, movement, melee vs projectile , charge time
wall height and scaling- projectile changing side on gfx
- finalize map, make it dynamic
- sound fx
pick up weapon- switch weapon
- combine
- fire
- melee
- charge
- remove the old power up stuff
weapons go away after you drop, or some way to get around 2 weapons that get put in the same spot, can be solved by giveing small velocity and using gravity- weapon spawns (the basic attack should be random of the type 1 elements) (make sure like 10 don't spawn in the same spot. (Allen)
- get hit while charging disables the projectile (alvin)
- look for sounds SRS this is important EVERyonE can do this simultaneously, i'm taking the ones from FE right now lol
- shooting projectile (could be more specific to type (fire/thunder/ice))
- combining projectile
- get hit
- charging
debuffs [matthew will do over weekend]- slower when hit by ice etc
- CLEAN THE CODE. MOVE FUNCTIONS FROM HPP TO CPP
- score screen (bowen)
game logic and respawningmeleeobject pooling for weaponfist and weaponfirecannot do stuff on death- sound for charging (should stop when stop charging)(alvin)
rotate projectiles bounding box (matthew)- 2 bounding box for player (matthew)
soon
HUD (bowen)- get images in HUD (bowen and khanh)
- aimer, like magic circle (bowen and khanh)
- pick up weapon feed back (should tell you what you can pick up) (bowen)
- knowing which weapon is equipped, which one can be switched to (bowen and matt c?)
- currently charged spell
- charge timer visualization (how much time left to charge, and what next spell will be)
- multiple animations for attack\
- particles
- crouch
- animation for walls
later
- clocks to ticks
- associate z with depth and y with height
Graphics
- animations
- transformation feedback
- advanced shader staff
- put buffers into buffer class
- rotations of player does not match (if player is looking at you, you see their side)
known issues
- input, cant press 2 buttons sometimes
- lag when charging
- drop your first staff of fire, is unable to render because that weapon (originally on player) was not in entities