Tuesday 4 December 2012

GDW- Game Developement blog 5


Nov 27-Dec 4, 2012

Although the crunch time for the game is over, course are wrapping up with projects, reports and exams are coming up around the corner so I’ll to keep this short 

 2DA


  • Implemented a new menu, with Level designer
  • Also implemented an icon to indicate if the invisibility was on cool down or not
  • Helped with a few reports and other final assignments for the game.

3DA

  • Redid and modified many models for the game
  • Created new back ground texture and, enemy/player texture
  • Help with reports, specifically game Design, and the creation of of the website of the site
  • Directed the creation of both the game’s developer diary and trailer.

Level Designer

  • Balenced and modified the current enemy waves so the game will scale from easy to hard throughout
  • Fully completed a game over and win screen with a transition back to the main menu
  • Finished his part in the intro cut scene camera
  • Did majority of the our studio's website, which the Producer was supposed to do.
  • Helped with Game Design and production (GDP)

Lead Programmer

  • Added morphing into the intro cutscene, the animation could be speed up
  • Finished the moving camera, which is used using lerp, and can be speed up
  • Created the new ingame model and new animation for the game
  • Finished the Data/Algo report which the Producer was supposed to do
  • Worked on report for Prof Hogue.

Producer/Audio Engineer

  • Failed to do his part of the workload, such as website and report
  • Added no audio to the game
  • Very useful this week!

GDW- Game Developement blog 4

Nov 20-27, 2012

This week is crunch week, so we’ll try to blog short and concise.
2DA
  • finished Health working
  • redid text in game
  • got a menu screen working
3DA

  • found problem in code which gave us issues loading in enemies
  • Finished enemies and recreated bosses up to 3 times due to issues
  • worked with programmer to create morph key frames
Level Designer
  • Fully implemented wave loading/transition and level loading/transition
  • Created game over screen, with respawn, and 
  • On a side note, he created a new boss, using 100 of a single enemy type
  • Trying to implement a “cutscene”
Programmer
  • Fixed spawning issue where the enemies would spawn off screen due to numerous problems
  • Created the morphing/animation code but still need to put it into the game. However it is successfully done using multi key frames 
  • Added invisibility power up
  • Added decision tree and tree nodes into the game to be used
  • Created 3 types of bosses to be able to use in the game, and 2 new enemy types into the game, including the enemy turrent ship, which used a bit of forward kinematics
  • Modified the missiles, so that they don’t just launch to the left, but also the right and top.

Audio engineer
  • Created an audio.cpp
  • Questionable what audio files have been done