Team Drunk Ducks

WOAH: World Of Absurd Heroes

Individual reports



Group reports

Week 1
Nothing to report on just yet. See Week 2's report.

Week 2
The past two weeks were mostly research oriented, in the sense that we're learning about all of the libraries and subsystems that we need to implement.

Game logic: the event hierarchy is complete, as well as the base classes for attacks and players. The specifics, such as the amount of damage per attack, will need to wait until integration begins.
Graphics: basic .x file loading is in place. Advanced animation loading is in the debugging phase.
GUI: there's a mouse pointer and a window object, and the basics of both are drawable on the screen using DirectX.
Sound: DirectSound is only at the research phase; work on this has been put on hold while some more graphics work is being done.
Networking: some RakNet research has been done, a stub class has been placed in the tree.

Morale: terrified :O

Week 3
Progress so far
Vivien - 3 models, finished terrain, animations set back due to not being able to use biped
Erik- client/server communication, waiting for ports
Mooneer - event hierarchy, base classes for players, serializing stuff
Guy - animation, waiting for blended, started camera
Chris - mouse/keyboard/window/button classes, working on textboxes
Kym - Instances, BVH, intersections work next

Week 4
I think we're in kind of not so great shape right now, we've been trying to reassure ourselves that we're okay. and slightly behind schedule. But the thing is, all the other teams have some semblance of a game working. ours looks. not so great, and we're not looking at the big picture. our development time should have been done by now, but we're all still frantically coding/making our stuff for our own parts instead of actually making it all pieced together and then fixing whatever bad pops up. There's a bad possibility of accumulation of everyone being a little behind might cascade into something horrible. No one can help each other catch up because everyone is behind. which is bad. Perhaps suggesting to people that they need to start sacrificing hours to work on this is a must, esp. some of the people that seem to spend only about 2 days on this per week. Group morale is still *scared*, especially since compared to the other teams, we're pretty behind.

New ideas
action-rpg style attacks
death/hurt animation

Lab schedule
Mooneer - Tu/Thurs 10-12p, 3:30 - 6:30
Vivien - everyday until 9ish
Chris - everyday until 5pm
Kym - Fri 12-7, Monday 12 - 7
Erik - Tu 3:30- 8pm, W 4-7pm
Guy - M 2-7p, W 3-7p, F 2-6p

Integration
1. GUI - graphics (networking)
2. Game logic -> networking, GUI, sound
3. Modeling -> graphics

Things to do by next week
Viv
4 character models (total)
animation for 2 or 3 - standing, running, 2 attacks, death, hurt
sky box
BV box
1 fully animated/textured model

Chris
out of game GUI
main menu
join dialog
character selection screen
way to select character
enter name for character

Erik
Ability for client & servers to talk to each other
using Mooneer's serializer, send objects to different clients & synchronize them

Mooneer
Need to figure out what exactly we need to store in DB/registry
Get threading working (1 thread for each section)
Get Xbox controllers working

Kym
Get bound volume & intersection/collisions
working sound setup

Guy
Finish animation - blending
moving models
separate models from instances w/ Kym
Camera done
Lighting done
get world setup (have whole world mostly populate)

Morale: scared about everything
Week 5
I think we just won worst luck of all groups in the history of CSE125. Guy and Kym's apartment burned down. A lot of Kym's stuff is damaged and Guy has nothing. except for the clothes on his back and his car. ;_;. Right now, we need to assess if our roles need to be shuffled a bit to cover for Guy and Kym, who will be busy dealing with the fallout of losing their stuff.

Bounding boxes are very close/practically working now, we just have to do collision detection. Guy was working on the camera, but we're not sure if we're going to be able to tilt it? (I think we're just going to push that under 'like to have' and move on). Since we're reshuffling jobs, I think text chat is going to be put under 'like to have' also, and we're just going to ask Chris to have static text appear for certain situations like: 'Sheep Man is attacking you' . Mooneer took over sound, he decided to use FMOD (since Tamir suggested it), and now it's working very nicely and it's not being finicky like DirectSound was (Mooneer did try using DirectSound at first, but after a few hours of it just not working for no reason, he switched over). So now, for sound, we only need to worry about where to get free music. Networking is still. I'm not really sure, last time I saw Mooneer, he was battling it out in the lab with it, but I think he's getting close to having something, which is very good. For animations, I'm mostly done with the main PCs, I think I keep getting the animations dragged out because panda isn't a very good exporter, I've been trying to change the axis orientation of my characters, and everything looks fine when you animate it on 3ds max, but one you export it and run it on DXViewer, the character's arms will do something like twist their arms around their own head and weird stuff like that. That and panda likes to uncheck it's left handed axis box even though you check it before clicking okay (I realized this after I noticed that panda always left the last settings you had, and I'm 100% positive I check the left-hand axis every time, even though the settings keep saying that I never checked it. I wonder if there's some way I can go into PandaExporter's code and just hardcode it to automatically do Left Hand Axis instead of dealing with its fickleness. Are they open source?

Anyways, we need to plow ahead and make up for lost time, no more wistful speculations anymore on what we'd like to have, we need to make this game work ASAP.

Week 6
Working on
-----------------------------------
Viv - Finishing animations
Chris - Picking almost done
Mooneer - Networking
Erik - Input sends to server

To be done by next week
-----------------------------------
Viv:
-finish boss
-need to test separate objs in game world
-trees
-start NPCs
-fixing/finishing/polishing up animations


Chris:
-finish in-game GUI
-finish picking
-take over camera for guy


Mooneer and Erik:
-Fix networking
-support multiple players
-sending attack events


Kym:
-finish collision detection
-sound clips/sound tracks
-skybox


Guy:
-Terrain/Skybox testing (with Viv)
-start particle effects


Week 7
Completed
=============================================
Viv - Finished most of terrain, redid a couple of anims, most of npcs
Chris - in-game gui, picking, camera, AI with mooney, redid buttons, model in screen
Mooneer - Integrating AI, bug/warning fixes
Kym - Lots of collision detection progress
Erik - Attack system (w/network), movement events, core refactoring
Guy - started particle system


To Do
=============================================
Viv:
-finish all animations
-simplify terrain polygons (and trees)
-resize models


Mooneer:
-AI stuff
-cleanup warnings


Kym:
-Finishnig up mesh intersection including terrain collision and model collision
-Soundtrack/sound effects


Erik:
-Attack/Combat system including targetting and combat logic
-Help Mooneer with stuff


Chris:
-Help kym with collision detection (bounding box to bounding box) if needed
-Culling (models)
-Loading Screen


Guy:
-Particle System
-Animation Blending


Week 8
Meeting
-----------


New Name:
W.O.A.H.: WORLD OF ABSURD HEROES


Group requests:
-please try to be in the lab


Viv - finished/slowed down all animations, finished trees, optimized meshes, icons for enemies
Chris - finished culling, fixed camera, added some gui stuff
Mooneer - random game logic stuff, fixed green bug
Erik - Targetting, attacking, networked sound, auto-attack
Kym - mesh intersection working and beefed up, works with any model in the world, rotate mesh works, made sound class, players can fall/smash, soundtrack working
Guy - particle engine complete, animation fixes


To Do:
------------------------------------------------------
Viv:
-make title page
-figure out the particles and make the sprites
-accepting animation/model fix requests
-fix plumber's feet
-texture tiling
-make terrain bumpy
-bullet texture
-make two more NPCs (maybe killer bunny and a boss minion)
-redo skybox texture
-fix edge of terrain

Chris:
-chat box
-respawn counter window
-populate world
-recording buttons
-storyline window
-loading screen
-title screen
-look into getting text into textures

Mooneer:
-fix + enhance AI
-gameplay stuff
-respawning
-testing multiple players connect at once
-match animations with game logic
-sorting algorithm for transparency
-automatically add character to hate list if in range

Erik:
-get particles networked
-doing damage on attacks
-regenerating hitpoints over time
-gaining experience on death
-gaining levels and unlocking abilities
-spawning of monsters
-timer on corpse
-death/kill count
-add function to determine if character is in battle

Kym:
-switching out sound tracks for attack vs. normal mode
-find title music
-make voices for characters
-record your own retort and trigger in game
-enhance collisions
-work out a kink for rotate
-try wall sliding (would be nice)
-particle collisions

Guy:
-finish animation blending
-look up how to make in-game transparent box (maybe)
-enable fog & decrease far clip plane
-implement particle following enemy
-implement xfile instance
-add in physics
-finish particle transition system
-implement particle collision system
-shadows


Week 9
Meeting
----------


Chris - built a fence, chat box, populating world, loading screen, started quad tree
Vivien - made title screen/loading screen, fixed animations, optimized all meshes, made new monster, made more particles, redid skybox, fixed edge of terrain
Erik - hp over time, networked sound, monster spawning, timer on corpse, death/kill count, character in battle
Kym - enhanced collisions, added more voices, began mastering voices, particle collisions
Mooneer - lots of optimizations in directx and logic, redid AI, bug fixes in networking
Guy - particle targetting, particle collisions, particle transitions, animation blending finished, animation and xfile instancing, some game logic, many optimizations, random fixes and updates


To Do:
----------
Chris
-finish the fence
-fully implement quad tree
-player + death/kill count GUI
-storyline window
-recording buttons (upon Kym finishing recording)
-announcement box
-f7 targetting thing in front
-command/help window
-quit window
-put game settings in .ini file
-game logic/playtesting/bug fixing/optimization


Vivien
-fixing animations
-attaching particle effects to animations
-particle effects work
-rotation facing bug
-commit new mouse icon
-game logic/playtesting/bug fixing/optimization


Erik
-network particles - done
-change health regeneration - done
-profiling server - ongoing
-make movement consistent - priority?
-fix chat networking - done
-game logic/playtesting/bug fixing/optimization


Kym
-3D sounds
-fade in fade out soundtrack switches
-last few voices + master/equalize them
-recording your own sound
-game logic/playtesting/bug fixing/optimization


Mooneer
-Position monsters + boss
-put guards on ramp
-synch animations with attacks
-turn run speed down
-disable self-picking
-use correct icons for monsters
-game logic/playtesting/bug fixing/optimization


Guy
-billboarding text above character's heads
-implementing stats
-rotation facing bug
-disable phasing ambient light
-particle effects for spells
-implement escape to quit
-game logic/playtesting/bug fixing/optimization



Cool things we may get to:
-add another monster or minion
-health packs
-healing/utility spell
-get key and add door to tower to make disappear.
-grass: add a parameter that gives a radius for adding particles
-maybe add weather Very Happy (in particles)