Week 9 Group Report

02 Jun 2014

Overall Status

Game is coming along, pieces are being integrated together. We’ve added lighting to our models and currently integrating it fully to the game. Player select screen has been implemented, making sure each player has a unique character. The adrenaline power up has been integrated into the game, as well as the white blood cell AI. Also, the control scheme has been updated.

The following things still need to be implemented: - Heads up display - Dying, Winning - Start of the racing game intro (3,2,1 countdown) - Final winning screen which allows you to restart the game - Red blood cells floating around

Group Morale

A little bit of hell, but doable..

Zach Johnson - Week 9 Report

30 May 2014

Concrete goals

  • Finish white wall of death (WWOD)
  • Merge into selection screen stuff
  • Get game fully working

Accomplished goals

  • Finish white wall of death (WWOD) {finished}
  • Merge into selection screen stuff {finished}
  • Get game fully working {almost there}

Problems with meeting goals

  • time, AHHHHHHHHHHHHHH

Goals for next week

  • Finish game
  • Demo game
  • Write reflection

Morale

  • {tired, still hopeful, still excited, #timecrunch AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH}

Shazzy Gustafson - Week 9 Report

02 Jun 2014

What were your concrete goals for the week?

  • Create in game 2D art (deaths, powerups)
  • Model Blood Clot
  • Find sounds for intro, collisions etc with Sean

What goals were you able to accomplish?

  • Create in game 2D art (deaths, powerups)
  • Find sounds for intro, collisions etc with Sean

If there were goals you were unable to meet, what were the reasons?

  • Wasn’t able to model the blood clot just didn’t have time to get around to it

What are your specific goals for the next week?

  • Keep finding some sounds depending on how the current ones sound
  • Work on a controller screen (intro screen to explain the controls, power ups etc)
  • Work on a final ‘Winner’ Screen
  • Work on blood clot model

Screenshots - Advertising

30 May 2014

Sean Hamilton - Week 9 Report

02 Jun 2014

What were your concrete goals for the week?

To implement a revised control scheme, tune audio so that sounds are not played to quickly in row and fade off volume with distance. Fix memory management issues we had.

What goals were you able to accomplish?

The new control scheme is in place and the memory management was cleaned up as well. The audio fade volume by distance is in place but I have not rate limited playing of audio clips yet.

If there were goals you were unable to meet, what were the reasons?

Most were met despite the reports due for CSE237B and CSE244A.

What are your specific goals for the next week?

None for next week but by the end of this week I want to have all audio portion in place, fine tuned the control scheme, and characters dying and a winner being determined.

What is your individual morale (which might be different from the overall group morale)?

It is crunch time… I feel god still but I feel like there might be a couple late nights this in my future

Matheus Ferreira - Week 9 Report

02 Jun 2014

Goals From Last Week

  • Have the management of objects and have autonomous objects bothering the players like crazy.

Accomplished Goals

  • I implemented a AI manager that manage the resources of white and red blood cells for each player. The red blood cells are just a distraction while the white blood cells pursuit the players trying to delay them.

Problems with Meeting Goals

  • None but I would like to enhance the AI to make the race more challenging.

Goals for Next Week

  • Try to find the best configuration to the physics and AI
  • Finish the game
  • Do a reflection

What is your individual morale (which might be different from the overall group morale)?

Tired but excited with the demo.

Kyler Schwartz - Week 9 Report

02 Jun 2014

Goals From Last Week

  • Get the player control working really well (also with the controller?). This would involve getting the logic for rotations working properly, having forward and side movement based on heading to avoid the player getting turned around. Implement acceleration and deceleration.
  • Implement logic for player respawning when they die (location, speed, direction, etc.).

Accomplished Goals

  • Implemented a new control scheme (and camera logic) that made it much easier and clearer to control the player. Also mapped the new control scheme for the Xbox controller.
  • Implemented multiple light source logic so that each character (or other sources) emit their own color light with a radius that dies off with distance^2 logic.

Problems with Meeting Goals

  • For the new movement scheme, the input values for a controler’s analog stick results in smooth turning, but this means that the distinct 0 or 1 input of the keyboard reults in jumpy looking rotation. It still plays similarly but it is much better control with the controller.
  • The lighting can be integrated, the logic for getting the light positions to match to the lighting system needs to be added.

Goals for Next Week

  • Help get all the last states for it to be a game working:
    • Start Screen.
    • Race Countdown state.
    • UI on screen (death count, power-ups)
    • Death working (shrink animation).
    • Respawn logic.
    • Multiple light model fully integrated.
    • Winning state.