Thursday 7 December 2017

Tenth Meeting, Nov 29th, week 5


The final deadline is looming closer, and we still have some stuff to fix with the code.

Made a list of what needed to be done related to the code, what was realistic to do and distributed those things between us.

Decided to focus on code to get a playable demo finished at the end of this week hopefully, so that we could fix bugs and test the game the last week, as well as focus on writing the GDD.

If people had the time would be great if they wrote some in the GDD, too, but we should try to get the game finished as early as possible.

The list we got can be seen below. In it I tried to emphasis what things could wait, and what things were urgent. Since it's nearing the end, we all pitched in to take some responsibility for the code.

The Code:
  • Go through all fixtures and convert them to the 3D version EMMELI
  • Fix crashes (C problems in Java because, box2D runs native, with C)
    • Disposals has to be done together with the body
    • Debug the whole game
  • Fixing Graphics DANIEL
    • Spikes are cones
    • Make a good example of raggdoll class DANIEL
    • boxFicture class is good
  • UI, to switch clone types during gameplay, when respawn ANTONIO
    • (secondary menu for switching levels, next week)
  • Freezing clone and level 3 and 4 by friday, BENJAMIN
  • Encrease height of breakable wall BENJAMIN
  • Last harder level and website CONRAD
  • Clones we have = normal, bouncing, freezing
  • Exploding clone? WHO (“just” apply a force away from explosion 
point to everything in the world) ALEXANDER
    • Clone will explode when it dies
  • Explodable walls thinner
  • Fix the jump, so that you can’t jump of off wall ANTONIO
    • One wall jump
  • Bouncing clone changing how it works, advanced contact listener, 
apply force upwards, we would need to mark raggdoll : hard! Skipp this.
    The GDD:
    If time, it’s great if you go in and write stuff!


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