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Month: May 2016

Week 9

Week 9

Overall Status:

  • Network: Animations are networked. Reduced the amount of packets being sent.
  • Graphics: The chicken animates! Getting the map set up (have a corn field) and putting real shading in on the objects. Also have a death animation.
  • Gameplay: Players die and respawn
  • Input:
  • Art:

Meeting Dates:

  • Every Tuesday and Thursday morning for all team meetings
  • Monday, Thursday, and Saturday for graphics team
  • Tuesday and Sunday for networking team

Group Morale:

UP

Screenshots:

Some new features into out map. Need to add textures to them.

This picture has a house, a building under construction.

13340582_1167859626591491_1489802037_o

This picture features a windmill and a maze made of corn.

13334267_1167859633258157_1097903860_o

Some random features we threw in for fun. I think that’s a boat and a hot tub.

13313619_1167859629924824_95483624_o

Individual Progress Reports:

Brian:

1) What were your concrete goals for the week?

This week I wanted to game the game to synchronize correctly between all players and with different amounts of players. I also wanted to get some game play stuff done too with win conditions and what not.

2) What goals were you able to accomplish?

I was able to get the network to be more stable and got the game to sleep after the update to make sure that regardless of the amount of players, it wouldn’t be slower or faster. Thank you Professor Voelker!!!!!! We couldn’t have done it without you. Along with that problem, I spent some time adding some game features like a world clock to keep track of time. I also fixed that made it so we glide if we jumped in the air and moved around. I spent some time tuning the world to make it seem smoother. That part still needs to be edited later on when we add more stuff. Lastly, I noticed the way we spawn and how the eggs behave when exploding from a dying chicken and made it so that it should behave as expected. The eggs and chicken would only spawn in one quadrant of the map but it was a simple fix.

3) If there were goals you were unable to meet, what were the reasons?

I was able to meet all my goals as expected this week. We are running into a bug that would crash the client sometimes even when idle. I’m not too sure if it’s a network or client side thing. It could be that the client is getting overworked and just crashes. We’ll look more into that these last few days.

4) What are your specific goals for the next week?

Finish the game! Specifically, get the kinks out of the network. Add the power ups and fine tune the world more if needed.

5) What is your individual morale (which might be different from the overall group morale)?

It’s been real great seeing everything being done. I love the animations and all the graphics along with the weapons added. I can’t wait to finish the game and see what the final product looks like.

 

David:

1) What were your concrete goals for the week?

Add more weapon types into game play that use field detection and other aspects.  Fix the collision handling bug that caused the server-side to crash on occasion and fix bullet handling to shoot farther without detecting immediate collision with the environment.  Also look into setting the server to update the client at a fixed rate.

2) What goals were you able to accomplish?

I was able to implement a melee weapon that made use of field detection, fix the collision handling bug, fix the bullet handling bug by redesigning the map boundaries, and added a preliminary grenade launcher type weapon.  With the field detection code implemented, other weapon types that use fields can now be implemented.

3) If there were goals you were unable to meet, what were the reasons?

We were unable to implement mounts just yet, and pushed it till next week.

4) What are your specific goals for the next week?

Finish all weapon types.  Get mounts implemented and working with client-side.  Implement the physical objects in the map once its design is finished.

5) What is your individual morale (which might be different from the overall group morale)?

At a good state.  The final creative stretch!

John:

1) What were your concrete goals for the week?

Tie in more features that people have implemented.

2) What goals were you able to accomplish?

Got the game to a state where you can start a match and play until a player wins. Merged in animations into the network. This includes death animations and I also made a way to respawn gracefully to accompany this. Not sure if merging in UI stuff was this week. Improving the network by reducing the amount of packets needed to be sent.

3) If there were goals you were unable to meet, what were the reasons?

There are still some stability issues that might be network related. Sometimes the client just crashes. Not sure why yet. We still have a ways to go before the game is a finished product. There’s a strange lag that occurs when objects are spawned. I have an idea of what this is after talking to AJ from group 3 or 4 about it.

4) What are your specific goals for the next week?

Finish the game.

5) What is your individual morale (which might be different from the overall group morale)?

Tired but feeling great.

 

Matt:
1) What were your concrete goals for the week?
Get the player animated, add shading to the world, and then shadows.

2) What goals were you able to accomplish?
I got the player animated and added shading. Working on the shadows; hopefully that’ll be done by the morning.

3) If there were goals you were unable to meet, what were the reasons?
Shadows. I got stuck on a stupid typo, but also on Uniform Buffer Objects which would have been much more optimal, but still don’t have that working.

4) What are your specific goals for the next week?
Improve the model loading/using process, make sure the character pipeline works well, see what needs to get done for power-ups/weapons, and ideally mounts.

5) What is your individual morale (which might be different from the overall group morale)?
A little bothered that I got stuck for so long on certain things, but feeling pretty good to see that chicken walking around, jumping, and dancing.

Michelle:

1) What were your concrete goals for the week?

Finish map.

2) What goals were you able to accomplish?

Increased the map size, added many more models to the scene including a corn maze, instance rendered pumpkins, and structures such as construction sites and a house.

3) If there were goals you were unable to meet, what were the reasons?

Need to texture some of the buildings.

4) What are your specific goals for the next week?

Finish the game! Once the map is entirely finished, I’d like to help with getting mounts implemented.

5) What is your individual morale (which might be different from the overall group morale)?

Looking forward to demoing but also anxious about finishing with the time we have left.

Phoebe:

1) What were your concrete goals for the week?

2) What goals were you able to accomplish?

3) If there were goals you were unable to meet, what were the reasons?

4) What are your specific goals for the next week?

5) What is your individual morale (which might be different from the overall group morale)?

 

Week 8

Week 8

Overall Status:

  • Network: Merge Merge Merge Merge. Mostly connecting all the parts that people from different subteams have been working on.
  • Graphics: Got grass rendering along with barns, silos, tractors, tables, textured eggs. Better system for shaders
  • Gameplay: we can (double) jump!
  • Input: Xbox Controllers now work with our game, using a config file to map button -> event
  • Art:

Meeting Dates:

  • Every Tuesday and Thursday morning for all team meetings
  • Monday, Thursday, and Saturday for graphics team
  • Tuesday and Sunday for networking team

Group Morale:

 

Screenshots:

Week8 World

Individual Progress Reports:

Brian:
1) What were your concrete goals for the week?
This week, my main goal was to get jumps working along with adding more physical and graphical models.

2) What goals were you able to accomplish?
I was able to get jumps working and correctly showing for multiplayers. I realized how we were initializing players and objects and that we needed to restructure that. I changed up how the server initialized players and was able to get multiplayers with different skins and for it to show respectively for each player. I was also able to make packets bullet packets sent to the server, but nothing has been acted upon it.

3) If there were goals you were unable to meet, what were the reasons?
Getting side tracked with the spawning restructure, I didn’t get most of the models loaded because I put more attention into other parts of the game.

4) What are your specific goals for the next week?
My goal for next week is to get smoother game play which I believe is a networking problem. The world moves really fast for one player, but slower and more players and it’s a little funky. Lastly, we should have game play finally done.

5) What is your individual morale (which might be different from the overall group morale)?
I’m feeling pretty good with the work the team and I have done. We’re pretty much at the point where we can start messing around and fine tuning it.

 

David:

1)  What were your concrete goals for the week?

Add weapon and power up boxes to be collected in the world.  Get weapons and player death working with collision detection handling.  Connect more physics gameplay aspects with the client-side graphics.

2)  What goals were you able to accomplish?

I coded the back-end physics handling of power-up boxes and weapon collection.  I got bullets to spawn and shoot symbolically, as well as delete upon collision.  I got field detection working and is ready to be connected further with the chickens for peck and other field detections.  Jump and firing was connected through networking, but the graphic bullet spawning isn’t quite there yet.  Death kind of works, but it’s confusing why the bullets are hitting the ground at y=.99.  Maybe the Sphere objects can be at minimum a .5 radius.

3)  If there were goals you were unable to meet, what were the reasons?

Certain connections between graphics and physics were not finished just yet, with some tasks taking more time than expected and still unforeseen bugs.  But we’re making progress!

4)  What are your specific goals for the next week?

Hopefully mounts.  Definitely different weapons, a fixed map, and game states!

5)  What is your individual morale (which might be different from the overall group morale)?

Tired, but still very excited!

 

John:

1) what were your concrete goals for the week?
I don’t really remember to be honest. I think we wanted to get the game to a state where you can start and play it until you win

2) what goals were you able to accomplish?
Merged in menu and lobby UI. Set up a config file to set properties on server and client easier. Merged in a lot of the physics stuff David had. Solved some bugs related to rotations. I think I merged some graphics things in too? I don’t really remember if that was this week.

3) if there were goals you were unable to meet, what were the reasons?
Couldn’t get the game to a state where you can play until someone wins. A lot of bugs came up while merging. There was a rotation bug for a while.

4) what are your specific goals for the next week?
Merge more. Get David’s weapon code in. Get Matt’s animations in. Get UI stuff from Phoebe. A lot of the parts are there, everything just needs to be pieced together.

5) what is your individual morale (which might be different from the overall group morale)?
I’m exhausted right now, but my morale is at an all time high.

 

Matt:

1) What were your concrete goals for the week?
I think it was to work on UI, map, and player pipeline.

2) What goals were you able to accomplish?
My goals changed as I went into the week. I got the Xbox controller input in fairly easily, then played around with using the config file system made in this week as well. Used the config file for a shader system as well so we’re not duplicating shaders across the same objects.

3) If there were goals you were unable to meet, what were the reasons?
I wasn’t really able to work on the project until last Saturday. In the meantime Phoebe started working on UI and Michelle did stuff on loading more objects. I wanted to get an objective map for both client/server, but figured some sort of config file would be important for that so I was waiting for that. Also had early issues with networking state being in a sort of buggy state so I couldn’t reliably test character pipeline/animations. Also just got held up in helping fix bugs other bugs, such as those in merging.

4) What are your specific goals for the next week?
Work on getting a map for both server and client to load.

5) What is your individual morale (which might be different from the overall group morale)?
Just jumping back into the project is a little odd, but I’m figuring out how to do things that we need done.

 

Michelle:

1) What were your concrete goals for the week?

2) What goals were you able to accomplish?

3) If there were goals you were unable to meet, what were the reasons?

4) What are your specific goals for the next week?

5) What is your individual morale (which might be different from the overall group morale)?

 

Phoebe:

1) What were your concrete goals for the week?

I wanted to get the lobby finished, working , and into the game.

2) What goals were you able to accomplish?

I was able to accomplish my goal, and I merged everything into master. I also started rendering ui elements in the actual game mode and working on making the game winnable

3) If there were goals you were unable to meet, what were the reasons?

n/a

4) What are your specific goals for the next week?

display eggs, health, etc above each player by next week, and make the game winnable by hopefully tonight.

5) What is your individual morale (which might be different from the overall group morale)?

great 🙂 the game is really coming together !

 

 

Week 7

Week 7

Overall Status:

  • Network: Multiplayer functionality works now!
  • Graphics: Got some other models loading in (tractor, barn). Working on character pipeline for using the animated model to walk, jump, etc.
  • Gameplay:
  • Input:
  • Art:
  • Audio:

Meeting Dates:

  • Every Tuesday and Thursday morning for all team meetings
  • Tuesday and Sunday for networking team
  • Monday for a combination of some networks & graphics

Group Morale:

Screenshots:

underground_chicken 13249441_10209664117986017_1108508618_n13242105_10208718193541192_144909507_o.png


Individual Progress Reports:

Brian:

1) What were your concrete goals for the week?

Multiplayer functionality was the main goal for this week. We wanted to get players to see each other, move around, and collect eggs respectively while updating the scene whenever and event happens.

2) What goals were you able to accomplish?

Multiplayer works now and for the most part, everything is working. I was able to find part of the bug that made the chicken turn upside down and fixed that. More physics objects have been implemented such as bullets.

3) If there were goals you were unable to meet, what were the reasons?

As shown in the picture, the chicken spends most of it’s time upside down. I was able to to fix that so that when rotation starts, it will turn up side down briefly but then go back up and everything is normal. I believe it’s how we’re handling the quaternions that’s a little whackey. But that shouldn’t be too hard to fix.

4) What are your specific goals for the next week?

I hope to get jumps working and to get the other world objects such as hay bales and barns up and about.

5) What is your individual morale (which might be different from the overall group morale)?

It’s pretty good. Cool to see the chickens run around and rotate on each other’s screens. Can wait to get that animation added!

David:

1) What were your concrete goals for the week?

Get more gameplay mechanics implemented and connected with client-side.  Work on getting weapon fire rate, projectile spawning, and damage working smoothly and with correct object ids.  Implement a field object in the physics engine to do field damage effects or vehicle mounting.

2) What goals were you able to accomplish?

Re-organized server-side dynamic objects to spawn from a singleton spawn class, all under the super class Entity and placed in a map to more easily send client side updates.  Also created a singleton fire rate class that controlled the rate of generic weapon use per time;  waiting correctly resets the weapon to be of immediate use.  Bullets spawn dynamically with a scaling object id for an indefinite amount of time, decrements player health.

3) If there were goals you were unable to meet, what were the reasons?

I was unable to connect that many server gameplay mechanics to the client-side.  I focused more on re-structuring and adding server-side code for weapons and spawning.

4) What are your specific goals for the next week?

Add more weapons / powerups to be picked up, both melee and ranged.  Work on getting the maps designed and set on the server-side.  Get mounts working once the fields get figured out.

5) What is your individual morale (which might be different from the overall group morale)?

More of the program structure is really coming together; necessary preparations for the final sprint.

John:

1) What were your concrete goals for the week?

I wanted to fix up multiplayer functionality. We had a hacky version of it that broke when the network got more complicated. I also wanted to get more gameplay stuff hooked up to graphics.

2) What goals were you able to accomplish?

Multiplayer has been fixed. Planned out some more of the architecture of the gameplay/server side with David.

3) If there were goals you were unable to meet, what were the reasons?

Rotational information was the most important part of hooking up the gameplay stuff to graphics, since we’ll be launching projectiles and projectiles need a certain direction to be launched in. As you can see in the screenshot, rotational information isn’t correct yet. Movement does consider the direction that the player is facing, but for whatever reason, the models are upside down right now.

4) What are your specific goals for the next week?

Fix this rotation bug, get projectiles going, get player deaths going. Want to just build up on this baseline right now.

5) What is your individual morale (which might be different from the overall group morale)?

Pretty good, looking forward to some of the gameplay stuff like projectiles and items that David’s been implementing, but we haven’t been able to integrate yet.

Matt:

1) What were your concrete goals for the week?
To get the animation actually integrated into the player and start looking into the networking/server backend involved in gameplay.

2) What goals were you able to accomplish?
I started learning about the networking required for spawning objects, and worked a little on getting the player to animate.

3) If there were goals you were unable to meet, what were the reasons?
This week was a really busy week for me and so I wasn’t really able to work on the project.

4) What are your specific goals for the next week?
I want to get the player animated as we move around. Then maybe look into textures as a small aside. I also want to start getting into gameplay such as attacks or mounts.

5) What is your individual morale (which might be different from the overall group morale)?
Hard to say since I didn’t do much work this past week.

Michelle:

1) What were your concrete goals for the week?

I had planned to work on UI, but I believe Phoebe and I have a similar eye for these things. I decided to work on building up our scene more while she works on the menu.

2) What goals were you able to accomplish?

I expanded our world and added a barn, silo, tractor, and bench into the scene and am now currently working on implementing instance-rendered grass.

3) If there were goals you were unable to meet, what were the reasons?

I wanted to get grass finished by now, but am running into an exception that’s breaking my program. On Tuesday we plan to do a long coding session, during which I should be able to finish debugging that.

4) What are your specific goals for the next week?

Finish grass, implement physical boundaries in our scene such as a fence to blockade players from venturing too far. Add in fields, etc. Work with the physics side to get collision detected for the inputted objects recognized. Also design eggs, add in more lighting, work with Phoebe to get more UI done.

5) What is your individual morale (which might be different from the overall group morale)?

Not too bad since it’s coming together! Just need to rev up the pace since demo day is around the corner.

Phoebe:

1) What were your concrete goals for the week?

I wanted to have a working game lobby so we can transition smoothly between game states.

2) What goals were you able to accomplish?

I was able to get font rendering working and put together a menu with 2D sprites. I’m currently in the middle of debugging sprite selection, because there seems to be something wrong with my shader.

3) If there were goals you were unable to meet, what were the reasons?

I wasn’t able to get the game lobby working yet because I ran into issues with detecting sprite selection. Also, the font and 2D sprite rendering took longer than expected because our original shader class had some issues that we found while working on the menus.

4) What are your specific goals for the next week?

Hopefully I can work with matt to figure out my shader issue since he has more knowledge of OpenGL than I do. Once that’s fixed, and element selection is working, it should be simple to finish the rest of the menus. I also hope to do the animation for the melee chicken attack.

5) What is your individual morale (which might be different from the overall group morale)?

I’m glad that I was able to render fonts and menus on my own, and I’m excited to get the game lobby finished 🙂 Hopefully I don’t run into any more hiccups.

Week 6

Week 6

Overall Status:

  • Network: We’ve bridged graphics and physics!! Eggs can now be collected in both worlds.
  • Graphics: Added abilities to add and remove entities from the scene. Got animation working with appropriate materials and an animation player that should work well with a character pipeline (yet to be created).
  • Gameplay: Can pick up eggs
  • Input:
  • Art:
  • Audio:

Meeting Dates:

  • Every Tuesday and Thursday morning for all team meetings
  • Tuesday and Sunday for networking team
  • Monday for a combination of some networks & graphics

Group Morale:

I think we collectively feel behind schedule, though on the brink of getting real gameplay going.

Screenshots:


Individual Progress Reports:

Brian:

1) What were your concrete goals for the week?
My goals this week was to update graphics to represent the physics world. More specifically, we already had the chicken in the physical world detect collisions with walls and eggs (flags) and we wanted the graphics side to reflect that.

2) What goals were you able to accomplish?
We were able to get the graphics to update correctly and we can now spawn eggs and the chicken in the world and go around to pick them up thanks to the new API’s provided by the graphics team. We also had to change some of the network side by adding new packet types and actions.

3) If there were goals you were unable to meet, what were the reasons?
We were able to get our immediate goals done but we did run into some troubles with off by one errors with our object IDs but that was fixed after some mild debugging.

4) What are your specific goals for the next week?
We hope to get the multiplayer working next where we can have 2 or more players control their own chicken while collecting the eggs across the world. That would take some more consideration into the structure of our network side to avoid any race conditions and to make sure that all the correct information is being sent to the clients.

5) What is your individual morale (which might be different from the overall group morale)?
My morale is pretty good right now. It was really cool to see the eggs being picked up after colliding with it. I can’t wait to get other players in the world to see a bunch of chickens run around.

David:

1) What were your concrete goals for the week?
Helped connect the physics API and the graphics side with the networking team.  Starting to implement additional game logic elements on the server side, fixing the symbolic map walls, implementing the jump reset, spawning and handling projectiles to do player damage.

2) What goals were you able to accomplish?
Helped finish connecting server player movement and egg collection with the client graphics.  Fixed the physics map walls, jump reset, spawning and handling projectiles, as well as worked on restructuring classes with class and object ids.

3) If there were goals you were unable to meet, what were the reasons?
Finished the main goals I wanted to accomplish.  Restructuring with class and object IDs helps dynamic object spawning, but slowed extra progress.

4) What are your specific goals for the next week?
Get rotation, jump, and bullet firing connected with graphics.  Implement different weapons or powerups, maybe with a type of grenade effect.

5) What is your individual morale (which might be different from the overall group morale)?
Seeing the player pick up eggs is a really nice moral boost.  Feeling time slip by though, wanting to pick up the pace

John:

1) What were your concrete goals for the week?
I wanted to bridge the physics and graphics worlds so that we can pick up eggs upon collision.

2) What goals were you able to accomplish?
We can now pick up eggs on collision

3) If there were goals you were unable to meet, what were the reasons?
Movement isn’t perfect right now since we’re not sending orientation of the object yet. We’re only sending position. This is problematic because “forward” for the player is always in a specific direction regardless of where they’re facing.

4) What are your specific goals for the next week?
Refine movement, do more basic gameplay stuff, specifically bullet logic.

5) What is your individual morale (which might be different from the overall group morale)?
I’m glad we have something now haha.

Matt:

1) What were your concrete goals for the week?
Get animation working and once that’s done to place it in a usable structure for multiple animations on events. Maybe also to work on UI.

2) What goals were you able to accomplish?
Got animation working and it’s in a fairly good structure. Materials for objects work so the coloring is right.

3) If there were goals you were unable to meet, what were the reasons?
Not fully sure how to put the character pipeline in in regard to walking, attacking, idle, etc. but I think that’ll come a little later. I wanted to make a better system for events so when the server tells us to move, we’ll change coordinates and play the walking animation (which I guess is character pipeline) or similarly on dance to play the animation and music. Didn’t get to that because parsing over the animation to a better structure took a little longer than expected. UI was not touched at all in terms of menus or health bars.

4) What are your specific goals for the next week?
We need to create a game lobby to connect to server. If we can include graphics in it, that would be good, but not sure how long that will take to research and implement. Would like to start working on the map and creating a world to play in. Also need to correct camera/model coordination and make the player use our animated model instead of the static one as well as fix the coordinate space movement.

5) What is your individual morale (which might be different from the overall group morale)?
Very happy I have animation done 🙂 I want it in a usable state, but not sure if that’s good to do now. Do indeed feel behind, but now that animation’s done I should be able to put much more time toward the gameplay or something of the sort.

Michelle:

1) What were your concrete goals for the week?

Work on UI and add lighting/shaders.

2) What goals were you able to accomplish?

Restructured the storage of objects from vectors into a map to now keep track of each object using a class ID and an object ID. Created adding and removing entities and helped merge with networking so that physics can be represented in our world. A collision with an egg can now be detected and registered as “collected.”

3) If there were goals you were unable to meet, what were the reasons?

Didn’t get to UI or developing more advanced lighting/shaders yet since there were higher priorities, but will definitely get to them next week.

4) What are your specific goals for the next week?

See above, UI (menus, health bars, etc). Now that animation and physics are working, we can work on more gameplay and scene design.

5) What is your individual morale (which might be different from the overall group morale)?

We definitely need to pick up the pace but we are setting ourselves up in a good position to do so. A hackathon session next week would be good.

Phoebe:

1) What were your concrete goals for the week?

I wanted to finish up multiplayer controls and fix some bugs we were having last week in regards to that.

2) What goals were you able to accomplish?

I managed to fix get multiplayer controls up and running (on master), and I also started working on managing our game states and creating menus so that we can do a game lobby to create teams.

3) If there were goals you were unable to meet, what were the reasons?

N/A

4) What are your specific goals for the next week?

Next week, I’d like to have a working game lobby where we can create our two teams and be able to transition between menus/play state smoothly.

5) What is your individual morale (which might be different from the overall group morale)?

I’m optimistic and hope to push through the coming weeks to make some awesome gameplay 🙂

Week 5

Week 5

Overall Status:

  • Network: There wasn’t much work to be done on the networking. We went to work on physics with David instead.
  • Graphics: Working on displaying eggs and running animations. Eggs can be added, and different textured chicken models can be used for players.
  • Gameplay: Moved player around to collect flag objects
  • Input:
  • Art:
  • Audio: Is working on SFML, though it’s not currently useful.

Meeting Dates:

  • Every Tuesday and Thursday morning for all team meetings
  • Saturday for graphics team
  • Tuesday and Sunday for networking team
  • Monday for a combination of some networks & graphics

Group Morale:

I think we collectively feel behind schedule, though on the brink of getting real gameplay going.

Screenshots:

PlayerVelocitySuccess

PlayerAcquiresFlag


Individual Progress Reports:

Brian:

1) What were your concrete goals for the week?
This week, we wanted to get a successful world set up where players can spawn and run around and pick up eggs. In order to do this, we had to first get collision detection working.

2) What goals were you able to accomplish?
We were able to get Bullet pretty much integrated into our network code with some bugs that need to be fixed. We believe we have most of the physical world set up. As for multiplayer, on the Client side of things on another branch, things seems to be more functional but not complete yet either.

3) If there were goals you were unable to meet, what were the reasons?
We weren’t actually able to get both sides merged yet as to difficulties with Bullet. We believe that we just don’t fully understand the library as we had hoped in the beginning. As mentioned before, we have physical objects for players and eggs, but it seems like movement and collision detection is a little weird. We believe it might be pointers are going around correctly or maybe we aren’t setting the correct values.

4) What are your specific goals for the next week?
Once we get these bugs fixed, we hope to actually merge both the graphics side and the client side again to get the players running around collecting eggs. I believe it isn’t that much further as soon as we fully grasp Bullet.

5) What is your individual morale (which might be different from the overall group morale)?
I’m feeling slightly frustrate because I can’t seem to follow everything that’s happening in Bullet, but I am starting to get it more, so I hope once everything becomes clear, I can get everything set up and ready to go.

David:

1) What were your concrete goals for the week?

My goals were to further implement the game logic with the physics engine; to implement movement, flag/egg collection, jump, and other game play mechanics with the physics library.

2) What goals were you able to accomplish?

After debugging an issue that prevented physics objects from being updated, we now have the player able to move around and collect randomly spawned eggs/flags.  Most of the issues were with the unforeseen prevention to object updates, but with that solved, everything should work a lot smoothly.

3) If there were goals you were unable to meet, what were the reasons?

Extra game play mechanics of bullet spawning and angle of fire have been delayed to fix general movement and flag collection.  Debugging the updating issue with the physics object took time and was the main reason.

4) What are your specific goals for the next week?

Finally connect the game logic with the graphics team and start working on combat game play.  At least get bullets to spawn and deal damage.

5) What is your individual morale (which might be different from the overall group morale)?

Got frustrated since I thought I understood Bullet better, but after solving the update issue, things aren’t so bad.

John:

1) What were your concrete goals for the week?
Get the chicken to pick up eggs through collision detection. We wanted this to be reflected in both the physics world and graphically.

2) What goals were you able to accomplish?
We set up the physics world with Bullet. We’re at a point where we can see some collisions, but movement is buggy right now, so we can’t run the chicken into an egg yet.

3) If there were goals you were unable to meet, what were the reasons?
We can’t pick up eggs yet because of the issues with movement right now.

4) What are your specific goals for the next week?
Get these bugs sorted out. Finish collision detection, which would let us collect eggs. I feel like we’re so close to getting it to the point where we can almost call it a game.

5) What is your individual morale (which might be different from the overall group morale)?
Pretty average. I feel like we’re behind, but we’re also meeting more often now.

Matt:

1) What were your concrete goals for the week?
Get animation working.

2) What goals were you able to accomplish?
I was able to add the newest version of Assimp to load in fbx files and start testing the animation code.

3) If there were goals you were unable to meet, what were the reasons?
I was unable to get the animation working. I think there’s a combination of complexity in switching from OpenGL 1.2 to Modern OpenGL that makes this more difficult, but also trying to use a tutorial’s code which is quite complex in itself. If the tutorial’s code is supposed to work on it’s own, I’m not sure why it doesn’t, so everything is suspect for bugs at the moment.

4) What are your specific goals for the next week?
Animation. But also, again, if we can quickly provide what the other teammates need in terms of client-side graphics, then Michelle and I can start looking into UI/menus or terrain.

5) What is your individual morale (which might be different from the overall group morale)?
It’s pretty mediocre, but not terrible. At least at this point the issue isn’t trying to get the libraries to work, but rather doing something that I know how to do and debug.

Michelle:

1) What were your concrete goals for the week?

Try to get animation working and also put some eggs in the scene for the networking and physics team to try collision detection with.

2) What goals were you able to accomplish?

Took a break from animation to let Matt take a stab at it. Created an Egg class to easily add eggs into the scene, and also wrote a function to easily change the texture of the chickens which will come into play when we have different players with different chicken textures, as well as when the chickens change texture in response as a result of picking up an item.

3) If there were goals you were unable to meet, what were the reasons?

Animation has been a huge roadblock thus far. We are conversing with other teams about it, which has helped make slight progress, but we are still unsure where the bug lies since it is modern OpenGL and we are still learning as we go. There are lots of other tasks to do besides animation, so working on other things seems like a better option for now.

4) What are your specific goals for the next week?

UI, build a more finalized scene that we will use for our demo, add lighting/shaders, possibly environment mapping. If we begin to see a slow in performance, we can use the following week to optimize.

5) What is your individual morale (which might be different from the overall group morale)?

I think we need to meet more as a team, not only for productivity reasons but also for morale reasons. I agree with the group morale. This week Phoebe had to go to the hospital for internal bleeding which was frightening 🙁 She is healing now and I hope she feels better soon!

Phoebe:

1) What were your concrete goals for the week?

I had wanted to get all the multiplayer controls, spawning, and picking up eggs completed.

2) What goals were you able to accomplish?

Unfortunately, I wasn’t able to meet any of my goals.

3) If there were goals you were unable to meet, what were the reasons?

On Tuesday I spent the afternoon trying to fix a networking bug created by our merge. Late that night, I had severe abdominal pains and I had to go to the ER after vomiting and blacking out from the pain. It turns out I had a ruptured ovarian cyst that caused severe internal bleeding, and I had to stay in the hospital for a day to monitor my blood pressure/blood count. I was prescribed narcotic pain medication that left me unable to do anything for the entire week while I healed.

4) What are your specific goals for the next week?

Next week, I hope to complete my goals from this week and help out wherever the team needs me.

5) What is your individual morale (which might be different from the overall group morale)?

I feel horrible for setting my team back 🙁 I had really wanted to work from bed but my medications kept me knocked out and I gave up trying to stay awake.