This week, we finally have a name for our game! It's called Cyber City. Throughout this week, Aditi and Hao
finished the UI to display base health, resouces count, and build status. Esther decorated the map which looks
amazing. Kevin and Charles worked on the wrappers for entity. Everything is coming together and the game is
playable.
Group Morale
Our team is feeling pretty good. We've completed most part of the game. We had a few living coding session along
the week and all of us were able to share and learn
new knowledge. We are excited to continue the final stretches for the demo!
Showing Off Our Screen Shots!!
Bus stops added to the map
Preview for building
Collecting resources
UI display
Individual Updates
Charles
Last Week’s Goals:
My goals from last week were to finish player building and communicating game state data to the client, and
maybe add a player lobby system if I had time.
Completed Goals:
This week was pretty hectic for me because I was getting ready to move, but I managed to implement player
building and communicating game state data, but didn't end up having time for a player lobby system. For now,
the first and third players to connect are on one team, and the second and fourth players are on the other. I
also implemented player movement collision and minion movement collision and repathing. Kevin had started
client-side wrappers for entities that handled animation states but only managed to do a couple, so I finished
creating wrappers for the rest of the entity types and then abstracted them using inheritance so that the scene
management could be type agnostic. I also did small scene work, like spawning static map things like bases and
resources at the beginning of the game.
Unmet Goals:
From my last week's goals, I only didn't finish a player lobby system and applied a bandaid fix to allow players
to join teams. Maybe I'll have time to implement it.
Next Week’s Goals:
For the most part, our game is looking pretty done! There is one bug that I need to resolve with win conditions
not being properly sent to clients, but that shouldn't take too much to fix. Otherwise, just playtesting to get
ready for the demos.
What I Learned:
I've made small games on my own as side projects before, but making something of this scale that goes beyond
what I could do on my own is a lot of fun! It is very satisfying to be able to move around the scene and
interact with things and see the systems that we implemented working. Also, abstraction is great. It was a bit
tricky, but designing the wrapper classes to inherit and abstract away differences let me cut out huge blocks of
code that were checking entity id's against ranges, which was very satisfying.
Individual Morale:
I'm feeling great about our current status. The UI that Esther drew up and Aditi and Hao implemented looks
great, the animation system that Kevin designed seems to be working well, the gameplay object interaction that I
implemented seems to be behaving properly, it's all looking good for friday. Hopefully we don't break anything
before then
Jimmy (Jiajian)
Last Week’s Goals:
This week we worked on UI implementation and testing the game on demo machines.
Completed Goals:
We finished UI implementation.
Unmet Goals:
None
Next Week’s Goals:
None
What I Learned:
I learned something when implementing the UI.
Individual Morale:
I look forward to demo day.
Esther
Last Week’s Goals:
To model the team bases and map surroundings so that the edge of the map isn't a cliff. Also wanted to make the
map more dimensional so that their faces aren't just flat rectangles. Make more animations for resource
harvesting. Finished up UI image overlays.
Completed Goals:
I decorated the map with more objects like bus stops and a construction site, and made the buildings more
3-dimensional. I also created animations for the claw machine, and resources for harvesting cues during the
game. I finished making in-game UI overlays. Also included some easter eggs in the game map ;)
Unmet Goals:
Haven't fully fleshed out the base models yet. They are just simple blocks right now just so Charles has
something to work with . I am still waiting for my creativity to kick in so that there is purpose and reason
(lore wise) to invade the enemy base.
Next Week’s Goals:
For the final stretch, I will make the splash screen, since we have now decided on the name of our game. Also
continue to enhance the map to make it more interesting and aesthetic. I want to bake light and shadows into the
texture so that we don't need to deal with shaders for shadows. Also, test the gameplay to see what else should
be tweaked!
What I Learned:
Learned how to bake shadows into texture, and continuing to learn how awful my laptop's performance is when
working on CPU/GPU intensive things :weary: (the demo machines are the dream). I am becoming so much better at
3-D modelling in Blender. This past week I've been grinding it out and having a lot of fun improving the models
and the map.
Individual Morale:
Feeling really great. I love my team so much, everyone is doing their part and the game is tangibly coming
together. It would be literally 3AM and we're pretty much casually messaging in the Discord and working on the
game. (Night owls unite!) Compared to just a week ago, our game looks entirely upgraded. My productivity and
determination always spikes near the deadline so I have no worries about finishing my goals before the demo.
Kevin
Last Week’s Goals:
Finish fixing all graphics related issues.
Completed Goals:
I realise that last weeks goals were a bit undefined, but I was able to work out various small client side
things. Some things I was able to do includes a better interface on the animator nodes, per instance coloring,
and lighting tweaks.
Unmet Goals:
Overall, I think I was able to do most things a planned to do in the short term. I would have liked to work more
on lighting, but I think I'll have to settle with the lighting models built into the Forge.
Next Week’s Goals:
Survive the demo.
What I Learned:
There are interesting challenges when trying to run an application on a remote computer as opposed to a local
computer. One interesting difference was how input processing works with the mouse. On local computers, the
mouse movements per client update are relatively small, but remotely the position deltas are much larger. This
causes some interesting issues which had to be addressed.
Individual Morale:
After seeing the application working on the demo machines last Tuesday, I'm pretty satisfied with our current
position. We haven't been able to play the game yet, but I definitely think we're in a good position.
Aditi
Last Week’s Goals:
Finish implementing UI features with Hao (resource counts, build mode highlights, base health, and
winning/losing screen).
Completed Goals:
All of the above features have been implemented and integrated into master. We have resource counts updating
properly, build mode highlighting and greying out of icons when the user runs out of enough resources to build
something, the base health bar at the top showing the health of both team's bases, and the winning and losing
screens are functional.
Unmet Goals:
I wasn't able to get the splash screen done, but it shouldn't take too long. I have two amazing pictures of
Charles's and my cat and I'm going to make a creative splash screen including both of them 😁
Next Week’s Goals:
Finish the splash screen and test gameplay to get ready for the demo!
What I Learned:
I learned a lot while we were testing the game on the demo machines. We ran into a bug, which had to do with a
buffer overflow, and it was cool to see how much information our game was transmitting with each tick. I've also
become a lot more competent with visual studio😂
Individual Morale:
I'm feeling really excited! It was great getting to play the game on the demo machines and see everything come
together! Feeling the end of the quarter getting nearer is exciting because I can't wait to demo our game (and
see everyone else's!) but it's also bitter because I know this is my last quarter at UCSD and I'm going to miss
it a lot.
Hao
Last Week’s Goals:
Get game lobby and UI done!
Completed Goals:
All the UI componet is done. Healther bar, resource count and building mode display are completed. Winning and
losing display is also done. I put a place holder splash screen for the game lobby as of now.
Unmet Goals:
Game lobby and slpash screening is not completed yet. I can update the splash screen once Aditi got the cat
pictures done. If we have more time, we can get choosing team feasture done.
Next Week’s Goals:
Finish game lobby and play testing, and get ready for the demo!
What I Learned:
Developping a project of this scale is hard, and debugging is even harder. We found a buffer overflow bug over
the weekend. We need to play the game multiple times to reproduce the error. Luckily make buffer size 100 times
bigger fix everything😂
Individual Morale:
I feel very excited seeing our game up and running on the demo machines. We have such a great team that everyone
is working super hard to contribute to the game and put verything together. We all need to stop staying up until
3am. 🤣