A few of us didn't do status reports on time this week, sorry!
Tuesday 2018-05-29
Medium-high, we're starting to feel the time pressure!
My goals for this last week were implementing terrain looping, metallic/roughness, and possibly animation.
What actually got done was terrain looping and a solid color shader for lasers, the later of which has yet to be integrated.
Metallic/roughness has been put off and deprioritized for now due to dependencies not being filled (and it just not being that important). It likely won't be implemented. A bunch of other graphics items have been requested, but not yet implemented due to another class eating up half of my week.
Goals for this next week are verifying that fbx support works, integrating the new shader, and adding UI.
I didn't learn much this week, largely because I didn't have time to do much.
My morale is neutral. I'm worried and a bit nervous about a sudden and somewhat overwhelming graphics backlog. However, significant portions of that backlog are delegated to someone else (so I just have to trust that they'll come through) or can be cut without impacting the quality of the final product too much.
My concrete goals were to implement continuous fire when holding down the fire key and tile health.
I was able to implement continuous fire.
I was not able to completely finish the tile health feature. The logistics are there but there is a graphics portion that I was not able to finish. I am having trouble rendering certain files for the feature.
My goal next week is to definitely finish the graphics portion.
I did not learn much this week but I was able to apply a lot of my previous knowledge from implementing other features for this week.
I feel like the group is moving along well.
shadow maps and dynamic lights
almost done with shadow maps and dynamic lights; will be done tonight :D
N/A
Do the graphical features Patrick listed
More direct x stuff
I'm happy because I'm contributing again
I didn't expect there to be much trouble with our game on the demo computers, but our game was having strange network errors, as well as a crash that occurs in Release mode and not in Debug mode. I wasn't able to make much progress over the weekend since I was out of town and unable to access the actual demo computers.
Build in Release mode often during development, and running the application on the target machines as soon / often as possible, since problems can accumulate.
Okay. I think our gameplay will end up being good enough for the demo, but I'm worried about fixing the demo computer issues and getting FBXs working.
Finish up player model, texture.
Finished up player model, unwrapped models, got some texturing in.
Just a lot of social events I had to attend.
See if we can get animations in, ensure things are looking good.
Nothing in particular
Pretty good.
Third Person Camera controls
Third person camera controls are mostly there, and I had to fix a few Transform bugs along the way. I will need to add in the nice camera transitions back in again though.
Memorial day weekend took some time out of the week, but I think I made decent progress.
Finish up camera controls and look into the networking problems we've been having on the demo machines.
Don't assume your previous code works if you haven't tested every aspect. I didn't expect our test character model to have really weird scaling, and apparently I didn't keep that into account when doing transform calculations.
Holy crackers, it is week nine already. Where did the time go. Some features will likely need to be cut, but I think our progress is good enough.