1. Development Schedule
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Last update 4/21 12:20pm
Tasks by Deadline
New schedule as of April 21, 2005
| Deadline | Person | Category | Task | |||||
| 4/26 | JD | Controls | Movement control (sticky keys) | DONE! | ||||
| JD | Controls | movement along walls | DONE! | |||||
| Ioana | Level over | In-game events trigger 1 of 3 outcomes | DONE! | |||||
| Yuna | Help | Text instruction page | DONE! | |||||
| Spoon | Playtesting | Questionnaire | DONE! | |||||
| Yuna | Intro | Intro screen for supermarket | DONE! | |||||
| Spoon | Level over | Tweak 3 end screens | DONE! | |||||
| Deadline | Person | Category | Task | |||||
| 4/28 | Ioana | Menu | Menu | DONE! | ||||
| JD | Controls | Constant gravitational pull around shoppers | ||||||
| JD | Extras | Music | ||||||
| Yuna | Sprites | Product sprites | DONE! | |||||
| Spoon | Report | Report | ||||||
| Deadline | Person | Category | Priority | Task | ||||||
| 3/31 | JD | Items | 1 | Extruding blocks, fixed locations, pick up by collision | DONE! | |||||
| JD | Textures | 2 | Lighting, material properties | DONE! | ||||||
| Spoon | Items | 2 | Come up with the items that Verne has to buy | DONE! | ||||||
| Spoon | Intro | 2 | Page layouts | DONE! | ||||||
| 4/5 | Ioana | Shoppers | 1 | Movement (AI) | DONE! | |||||
| Ioana | Vampire | 1 | Movement (AI) | DONE! | ||||||
| JD | Controls | 1 | Movement control (sticky keys) | DONE! | ||||||
| JD | Controls | 1 | Constant gravitational pull around shoppers | |||||||
| Spoon | Level over | 1 | Draw 3 end screens | DONE! | ||||||
| Spoon | Textures | 1 | Create 3 different sections: Fruits/veg, meat/fish, frozen food | DONE! | ||||||
| Yuna | Sprites | 1 | Pick product sprites off shelf templates. | DONE! | ||||||
| Yuna | Textures | 1 | Create 4 different sections: bakery, alcohol, dairy, drinks | DONE! | ||||||
| 4/12 | Ioana | Vampire | 1 | Line of sight & pursuit | DONE! | |||||
| Ioana | Level over | 1 | In-game events trigger 1 of 3 outcomes | DONE! | ||||||
| Yuna | Help | 3 | Text instruction page | DONE! | ||||||
| JD | Extras | 3 | Music | |||||||
| Spoon | Sprites | 1 | Verne & Vampire (back & side) | DONE! | ||||||
| Yuna | Intro | 3 | Intro screen for supermarket | DONE! | ||||||
| Yuna | Sprites | 1 | Shoppers | DONE! | ||||||
| 4/21 | Ioana | Menu | 2 | Menu | DONE! | |||||
| JD | Items | 3 | Items flagged | DONE! | ||||||
| Ioana | Vampire | 3 | Enters when Verne has collected half the items | DONE! | ||||||
| Spoon | Report | 3 | Report | |||||||
| Yuna | Vampire | 3 | Moves at 1.5 times the speed of Verne | DONE! | ||||||
2. New material
Background story
http://students.haverford.edu/spoon/gd/bgstory/page1.bmp
http://students.haverford.edu/spoon/gd/bgstory/page2.bmp
http://students.haverford.edu/spoon/gd/bgstory/page3.bmp
End screens
If successful: http://students.haverford.edu/spoon/gd/endlevels/success2.bmp
If caught by Tex: http://students.haverford.edu/spoon/gd/endlevels/tex_2.bmp
If Verne bites a human: http://students.haverford.edu/spoon/gd/endlevels/runaway2.bmp
3. Sprites
verne
tex
4. Shopping list
Could we use this image for the shopping list and then have items struck off each time Verne picks something up? Just going down the list.
5. Background story
Background story in .BMP, 1024 x 1024
http://students.haverford.edu/spoon/gd/page1.bmp
http://students.haverford.edu/spoon/gd/page2.bmp
http://students.haverford.edu/spoon/gd/page3.bmp
Page 1 I'll tidy up the little boxed pictures so that they're the right style (comic, not photographic). Other than that, the layout is done. But always open to suggestions.
Page 2 Have to change Verne's hair color, but this is basically it. How does the color scheme look to you?
Page 3 Hmm, right now, I hate the little box in the lower left corner -- so out of place. And my sketch of Verne doesn't quite fit in either... maybe I need to fiddle with the coloring or something, heighten the contrast, etc. But like Page 1, layout is pretty much set, though open for suggestions.
Since so much in comics is about story-telling, let me know if there are parts in the layout that are confusing. At the same time, nothing should be there that doesn't have to.
spoon, 4/1/5
6. Game Over
New links
If successful: http://students.haverford.edu/spoon/gd/endlevels/success2.bmp
If caught by Tex: http://students.haverford.edu/spoon/gd/endlevels/tex_2.bmp
If Verne bites a human: http://students.haverford.edu/spoon/gd/endlevels/runaway2.bmp
Old links
http://students.haverford.edu/spoon/gd/runaway.bmp
http://students.haverford.edu/spoon/gd/tex_2.bmp
If Verne is successful:
If Tex catches Verne:
If Verne bites a human:
7. Textures
Image files for shelves (completed):
http://students.haverford.edu/spoon/gd/textures/textures.html
= Current Supermarket Look =
8. New Supermarket Layout
9. Supermarket Section Divisions
modified. going to work on sweets section. -yuna 3am 4/14/05
10. J.D.'s running updates!
Saturday night:We currently have randomized items which can be displayed and recognized for proximity pickup!
Got to Bryn Mawr. Code works and for the first time... ever... I can edit!!! w00t I've determined LIGHT1 isn't working. Looking into it... This is so bizar
So, the lighting thing is just REALLY weird. I basically commented out light0 (which works) and set all the values of light1 (which doesn't) to what was set for light0. They theoretically should be exactly the same... but it still didn't work. I tried changing it to a spotlight, changing values, where it was called, etc. - nothing worked.
I think the problem with LIGHT1 is that it is a ray from the point specified to the origin, instead of being a ray from the point specified to Vern's position. I think we might need some transformations there, but don't know what exactly. -- ioana, Thr Mar 31, 8:30pm
I went on to the sticky key issue. We currently have a working system that recognizes when keys are held down. I now need to convert that into movement, which hopefully won't be too hard.
OK - harder than I thought. I didn't read the existing code too well, and started putting this in as a keyboard function. Now the original keyboard function no longer... erm... functions. The code theoretically should work though, so I'm thinking I'll move on as I can troubleshoot for hours, or Ionna can just give me fresh code which I can C&P my new stuff into.
Sp I tried to trouble shoot anyway, and have a good idea what's wrong, but things are acting weird now. It's "cout"ing things which I've removed from the text. A search of the code can't find these "cout"s either. So weird. Gonna actually move on now
k I think I finally botched up this code way too much now. I'm getting error 1 from the make file (which is odd cuz I never touched that at all) and changes to the code no longer affect output. This may explain why I'm not seeing these ghost couts. I'ma take a look at the make file to see if it's something I can fix, then get home as I don't want to take the walk of shame.
11. Archives
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GameDesignArk1 -- As of Feb 3rd, 2005, 6pm.
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GameDesignArk2 -- As of Feb 8th, 2005, 2:55pm.
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GameDesignArk3 -- As of Feb 11th, 2005, 6:30pm.
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GameDesignArk4 -- Old layered development schedule, Feb 14th, 2005, 9am.
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ConceptDocument -- As of Feb 20th, 2005, 12:15pm.
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ProgressReport1 -- As of Mar 7th, 2005, 4:30pm
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DevelopmentSchedule0322 -- As of Mar 27, 2005, 5:30pm
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ProgressReport2 -- As of March 29, 2005, 2:35pm
