Tuesday, June 3, 2008
[GD] Simon Wiippola, Final Individual Progress Entry
A total of three updates over the course of ten(?) weeks…I feel quiet content with that.
My lack of writing updates for the blog most point to the fact that I’ve put all my precious time into writing code instead.
During these last three weeks I’ve been working my ass off on a whole bunch of different stuff for the project, such as;
* Player movement
Limited jumping ability, Velocity based movement and the ability to crouch
* Gallery enemy “AI”
It turns towards the player and moves to it’s position
* GUI
Main menu, loading screens, splash screen and so forth…
* Sounds
Ambient and positioned sound
* Physics (if you could call it that)
The gravity of the room can be flipped on command and the player can then move around in the ceiling.
* And all kinds of other small fixes here and there
Aside from programming I have also composed a short “theme” for the game that is played in the main menu.
And that’s pretty much it…now all I have to do is be on standby and fix small bugs on the fly as my teammates beta-tests the game.
Wednesday, May 21, 2008
Design Doc Update.
Since the project has undergone some changes (loosing a level among other things), it was certainly time to make some changes to the design doc. I have made a few changes on the behalf of CG and changed general gameplay a bit, not much, but a bit. I expect that GD also will be making some changes in the design doc soon (being in the midst of it all and grasping what will be possible to achieve these next couple of weeks).
Monday, May 12, 2008
[GD] Simon Wiippola, Individual Progress Entry#2
Well well would you look at that…once again I wait two weeks before updating, shame on me.
Anyhow during the last two weeks I’ve been working on various tasks such as finishing the work I’ve been doing on the physical geometry for the player and also I’ve been taking a look at implementing important features in the game.
On both points I’ve been suprisingly successful.
* The player is now finally represented as a capsule (some movement bugs still exist but all collisions works).
* Our game now supports particles in every room.
* Sound has been implemented, to what extent I’m not sure yet since testing the sound has been proven impossible on my computer.
Well that’s it for now…over and out.
Monday, May 5, 2008
[GD] Kennet Johansson, Individual Progress Entry#1
Progress report number one. A little late I suppose (my, has it already been four weeks ´-´), but better late then never I think. I don’t remember exactly what I did specific days so it will be pretty general.
Anyway, not much work done the first week. Like Simon my first tasks all had to do with setting up the environment and getting familiarized with Nebula. From that point onward I have been working on a system for triggers and handling of scenes/levels as well as level scripting.
As of today (litterally today) quite a bit of progress has been made on triggers, scripting is essentially finnished and a foundation has been made for the levels. The project flows on like a river.
K
Friday, April 25, 2008
[GD] Simon Wiippola, Individual Progress Entry#1
This my first progress report, I didn’t port anything last week because it didn’t feel like I had come far enough to have anything to report.
Now however I have report my progress during this past week and also a recap on what I worked on last week.
Recap of first programming week:
Monday: Was introduced to Nebula and tried to setup Visual studio.
Thuesday: Managed to get VS to work and played around with the Nebula examples.
Wednesday: Started operation “Code freedom”…
Thursday: Managed to liberate the example code from SVN and started modifing it to our needs.
Friday: Fixed steering, fixed bugs in mouse control and implemented basic physics.
and
Progress this week:
Monday: Bound the camera to a physical object and reworked the controls a bit.
Thuesday: Tried out the physics and collisions in all of the game rooms with a 25% success rate.
Wednesday: Started working on turning the physical representation of th player to a capsule.
Thursday: Managed to implement the capsule but a movement problem arose.
Friday: Tried to fix the movement problem caused by the capsule but no luck.
So that’s what I’ve been up to.
Thursday, April 10, 2008
Design Doc.
We have been putting time into finishing our project design doc, and I am happy to announce that we have successfully finished Design Doc.v.1.0 on time. It has been a unified effort, and we look forward to the work ahead (and many more versions of the Design doc).
You are welcome to download it here: Design Doc.
Welcome to 602 Perdition Rd.
602 Perdition Rd. is the name we’ve chosen for our game project, which is a part of our second spring term at Luleå University of Technology. Our assignment is to make an FPS game in a closed environment. We decided to take the concept and stretch it to its limits, making it surreal and distorted.
Our group consists of:
Computer Graphics
Agneta Åkerlund
Niklas Frostgård
Stefanie Kristiansson
Therese Jansson
Coding
Kennet Johansson
Simon Wiippola
Over the coming weeks we will be posting our progress as we try to make the deadline on June 3rd (without killing each other).
We hope you’ll enjoy following the birthing process of 602 Perdition Rd.