Tomorrow (Wed 26/11/08) we have our practice run, and next week is the Final Presentation. On the Programming side we still need to finalise our documentation and merge the changes we've each made into the final build. We haven't even started on the actual presentation itself.
Since my last post I've continued working on the documentation, started a Microsoft Office Project document, implemented Matt's changes he posted here, fixed the mounting of a player in a tank, and fixed the pink screen of death.
Showing posts with label documentation. Show all posts
Showing posts with label documentation. Show all posts
Monday, November 24, 2008
Wednesday, November 12, 2008
Progress Report
Work on the programming side of the MiniTanks project continues to progress as we near Milestone 2.
Code for the bases is now ready to be implemented in the main version of the game thanks to Matt's hard work.
The team selection GUI has been refined further and now offers the functionality we desire for the end product.
Interim models have been successfully implemented in one build and mysteriously failed in another copy of the same build. Due to time constraints we do not have time to investigate the cause of the failure and as such we will use the successful build as the main version adding elements from other builds to it. The final models continue to cause great pain due to their complexity.
Documentation is moving forward with in depth Technical Documentation of the Random Terrain system being completed and some very small progress on the Game Design Documentation.
As of next week we will formally be stopping all code work to focus solely on documentation and the presentation. It is our intent to use the milestone 2 presentation as a practice run for the final presentation and as such the time between Milestone 2 and the Final Presentation will be used to refine or revise what we present at Milestone 2.
Code for the bases is now ready to be implemented in the main version of the game thanks to Matt's hard work.
The team selection GUI has been refined further and now offers the functionality we desire for the end product.
Interim models have been successfully implemented in one build and mysteriously failed in another copy of the same build. Due to time constraints we do not have time to investigate the cause of the failure and as such we will use the successful build as the main version adding elements from other builds to it. The final models continue to cause great pain due to their complexity.
Documentation is moving forward with in depth Technical Documentation of the Random Terrain system being completed and some very small progress on the Game Design Documentation.
As of next week we will formally be stopping all code work to focus solely on documentation and the presentation. It is our intent to use the milestone 2 presentation as a practice run for the final presentation and as such the time between Milestone 2 and the Final Presentation will be used to refine or revise what we present at Milestone 2.
Labels:
Base,
documentation,
Final Presentation,
GUI,
Milestone 2,
Tank Models
Wednesday, November 5, 2008
Documentation
This week I've continued writing the Technical Design Documentation for the Random Terrain function. Since my memory of how I developed the function and how works isn't that great I've had to figure it out by redeveloping the function. I've learnt the hard way that it would have been better to do the documentation at the same time as working on the function.
Next I hope to finish the Game Design Documentation, create the TDD for the attempt at Dynamic Terrain Texturing, create references section, create a table of contents, and finally compile all our documentation into a printed document.
Next I hope to finish the Game Design Documentation, create the TDD for the attempt at Dynamic Terrain Texturing, create references section, create a table of contents, and finally compile all our documentation into a printed document.
Wednesday, October 29, 2008
Documentation and Progress
Today I've continued work on our documentation, attempting to document how exactly I managed to create the Random Terrain function. So far I've managed to several decent paragraphs. Other than working on the documentation I also created a flow chart on how the menu system should progress, and I also attempted to help other members with various problems.
The other members of the programming team have been respectively working on getting the tank models into Torque, setting up the menu system, and the base spawn code. As such there are currently three different versions of the game being worked on, meaning that in the end we will need to merge the three different versions.
The other members of the programming team have been respectively working on getting the tank models into Torque, setting up the menu system, and the base spawn code. As such there are currently three different versions of the game being worked on, meaning that in the end we will need to merge the three different versions.
Tuesday, October 21, 2008
Programming Work
Today we worked on the Menu system, Teams Implementation, Tank Models, Save System, and the Documentation.
Teams implementation was completed today with two teams available at a present.
The Tank Models are complete and only need to be exported successfully, unfortunately it is proving to be difficult due to the complexity of the models.
The database was setup to hold the required information for the Save System.
Documentation of the project is progressing with significant work being done on the Technical Design Documentation.
Teams implementation was completed today with two teams available at a present.
The Tank Models are complete and only need to be exported successfully, unfortunately it is proving to be difficult due to the complexity of the models.
The database was setup to hold the required information for the Save System.
Documentation of the project is progressing with significant work being done on the Technical Design Documentation.
Labels:
documentation,
GUI,
Save System,
Tank Models,
Teams Implementation
Wednesday, October 15, 2008
Milestone 2 and the Final Presentation Dates
Tim provided the dates for Milestone 2 and the Final Presentation today.
Milestone 2 will take place on the 26th of November and the
Final Presentation will take place on the 11th of December.
This leaves 6 weeks until Milestone 2 and one week between Milestone 2 & the Final Presentation in which to finish the Project. As the Programming team has decided to spend two weeks before the Final Presentation working on documentation and the actual presentation, we will need to finish work on the actual game before the 19th of November.
In the next 5 weeks the Programming team hopes implement the following features:
Milestone 2 will take place on the 26th of November and the
Final Presentation will take place on the 11th of December.
This leaves 6 weeks until Milestone 2 and one week between Milestone 2 & the Final Presentation in which to finish the Project. As the Programming team has decided to spend two weeks before the Final Presentation working on documentation and the actual presentation, we will need to finish work on the actual game before the 19th of November.
In the next 5 weeks the Programming team hopes implement the following features:
- Fixed tank models
- Team selection
- Interim HUD
- Player data save system
- Tank type selection
- Bases
We also hope to create documentation covering some of the following Game Design Documentation:
- Descriptions for: Tank types their abilities, customisation & upgrade options; Upgrades options for the Tanks; Power-ups and special weapons.
- Features of the engine
- Gameplay Mechanics: Pillars; Save/Load Scheme
- Level Layouts
- User Interface
In addition we will attempt to document the Technical Design of features we have implemented so far, such as:
- Random Terrain
- Random Terrain object placement
- The Tank
Finally we want to have a task list and a Gantt chart.
As things stand we should be on target to hopefully achieve most of our goals.
Labels:
documentation,
Final Presentation,
Milestone 2,
Programming
Wednesday, October 8, 2008
Revised Plans
The uploaded image is the proposed final document template. I have uploaded the template to the share (in the Programming Documentation folder), unfortunately it is only compatible with Word 2007 (it uses all the shiny new stuff).
For our first class of the new term Dhiren and I have revised the tasks schedule (the new version of Milestone2_Tasks.xls is on the share in the Programming Documentation folder), and discussed future plans. We have also talked Tim into doing some graphics work for our in-game interface (the HUD) and clarified how much time remains before Milestone 2 & the Final Presentation.
Included in the new tasks schedule is a list of some potential documentation to be created. The list is divided into Game Design Documentation (GDD) and Technical Design Documentation (TDD). The new task schedule acknowledges completed work (multiplayer implementation - dedicated server functionality only), removes various unnecessary tasks, and formally adds documentation as a task for all members.
Finally in regards to my own first task of the base code I have been a bit uncertain on how to start as I do not recall if we defined the object that would be used as the base and the method the base will use to carry out it's functions (i.e. use a trigger object - though problems arise with drawing a trigger dynamically around a randomly positioned base). As such I would greatly appreciate being able to talk to the full programming team at the next Project class, if not before.
For our first class of the new term Dhiren and I have revised the tasks schedule (the new version of Milestone2_Tasks.xls is on the share in the Programming Documentation folder), and discussed future plans. We have also talked Tim into doing some graphics work for our in-game interface (the HUD) and clarified how much time remains before Milestone 2 & the Final Presentation.
Included in the new tasks schedule is a list of some potential documentation to be created. The list is divided into Game Design Documentation (GDD) and Technical Design Documentation (TDD). The new task schedule acknowledges completed work (multiplayer implementation - dedicated server functionality only), removes various unnecessary tasks, and formally adds documentation as a task for all members.
Finally in regards to my own first task of the base code I have been a bit uncertain on how to start as I do not recall if we defined the object that would be used as the base and the method the base will use to carry out it's functions (i.e. use a trigger object - though problems arise with drawing a trigger dynamically around a randomly positioned base). As such I would greatly appreciate being able to talk to the full programming team at the next Project class, if not before.
Labels:
documentation,
Final Presentation,
Milestone 2,
Tasks
Monday, August 18, 2008
More on upgrades
I have added more to the interface and upgrades documentation.
I have made a small table of the tanks and how the points system are. This is only a rough table as the documentation isn't finished yet. The final ratings/points system will be updated towards the end of the project once the game is completed.
small outline of the points system...
I have made a small table of the tanks and how the points system are. This is only a rough table as the documentation isn't finished yet. The final ratings/points system will be updated towards the end of the project once the game is completed.
small outline of the points system...
When the tanks accomplish their missions, their ratings will then increase above 10 giving them a higher advantage in the game. Winning the medals and working their way up to the highest will increase the tanks ammo, speed, manoeuvre, and damage levels.
Monday, August 4, 2008
Here is a copy of the draft Game Concept document.
Game Concept
Introduction
Mini Tanks is a third person vehicle combat game for the PC that uses the powerful Torque Game Engine Advanced to allow players to battle it out in different ways in an open environment using cartoon tanks.
Background
Mini Tanks features a variety of multiplayer game types similar to those found in games like Halo, Unreal Tournament 2003, & Battlefield 2 with Mario Cart type vehicle combat. Mini Tanks is built using the latest version of the powerful and flexible Torque Game Engine Advanced which has produced games such as Think Tanks, Minigolf Mania, and Marble Blast Gold.
Description
Playing Mini Tanks you start out by choosing the default heavy tank from the built-in tanks. Selecting the deathmatch map you and your team set out from your base towards the enemy with the intent of destroying all members on the opposing team.
As you move across the battlefield power-ups parachute in from planes flying overhead. Collecting a speed power-up you head towards the enemy base in order to wipe them out. Suddenly a group of 3 enemies appear on your radar, they must have been using a jamming power-up. Maybe it wasn’t such a good idea to go off on your own. Running isn’t an option they’re using light tanks and are much quicker than you are; time to fight.
Picking the lead enemy you fire your heavy canon. Direct hit the lead enemy has taken heavy damage and the explosion caused by your projectile has caused light damage to the other two enemies. No time to relax though they’re in firing range and have split up. Their light guns aren’t doing much damage per hit but their high rate of fire from three enemies is quickly chipping away at your health. Backing up you fire a second shot destroying the heavily damaged enemy, half your health is gone, and you’re moving slower all the time. You might not survive this fight.
Taking cover behind a rock formation you briefly avoid taking fire from one of the enemies as you line up the other enemy and fire another shot. NO, you’ve missed and the second enemy is back raining fire down upon you. It looks like your not making it out of here, time to go down in a blaze of glory.
Charging forward you ram one tank while firing another shot at the other. Now it’s one-on-one but you’re almost out of health, you can barely move so ramming your nimble opponent is out of the question, and your heavy canon won’t reload in time.
Suddenly a missile streaks past you headed straight for the enemy. The enemy tank dodges sideways but the missile matches the movement and collides in a spectacular explosion that completely destroys the enemy.
You’ve been saved. Turning around you see a group of your allies headed past your position. You offer your thanks before limping back to base for repairs.
Key Features
• Exciting multiplayer vehicular combat: Fun combat between cartoonish tanks with surprising depth.
• A variety of game types -
o Deathmatch: Players fight it out to the last tank standing.
o Team Deathmatch: Teams of players battle to be the last team alive.
o Capture the flag: Players battle in teams to capture a flag and return it to their base.
o Take and hold: Player teams battle to take over and hold on to a base.
o Combat racing: Players race and fight to be the fastest around a track.
o Assault: Players attempt to hold onto their base or take the enemies base.
• Randomly generated terrain: Before each battle begins the map terrain is randomly generated.
• Player created guilds: Players can band together to form their own group
• Exciting unlockables: Players earn points for winning games and kills scored, which can be used to unlock new tank parts.
• Awards: By achieving certain goals players can receive awards such as medals and special tank parts.
Genre
Vehicular combat.
Platform
Primarily Mini Tanks will target the PC but if time allows a port of the game to Xbox 360 will be attempted. Mini Tanks is a multiplayer only game so a network connection (e.g. internet) will be essential.
Game Concept
Introduction
Mini Tanks is a third person vehicle combat game for the PC that uses the powerful Torque Game Engine Advanced to allow players to battle it out in different ways in an open environment using cartoon tanks.
Background
Mini Tanks features a variety of multiplayer game types similar to those found in games like Halo, Unreal Tournament 2003, & Battlefield 2 with Mario Cart type vehicle combat. Mini Tanks is built using the latest version of the powerful and flexible Torque Game Engine Advanced which has produced games such as Think Tanks, Minigolf Mania, and Marble Blast Gold.
Description
Playing Mini Tanks you start out by choosing the default heavy tank from the built-in tanks. Selecting the deathmatch map you and your team set out from your base towards the enemy with the intent of destroying all members on the opposing team.
As you move across the battlefield power-ups parachute in from planes flying overhead. Collecting a speed power-up you head towards the enemy base in order to wipe them out. Suddenly a group of 3 enemies appear on your radar, they must have been using a jamming power-up. Maybe it wasn’t such a good idea to go off on your own. Running isn’t an option they’re using light tanks and are much quicker than you are; time to fight.
Picking the lead enemy you fire your heavy canon. Direct hit the lead enemy has taken heavy damage and the explosion caused by your projectile has caused light damage to the other two enemies. No time to relax though they’re in firing range and have split up. Their light guns aren’t doing much damage per hit but their high rate of fire from three enemies is quickly chipping away at your health. Backing up you fire a second shot destroying the heavily damaged enemy, half your health is gone, and you’re moving slower all the time. You might not survive this fight.
Taking cover behind a rock formation you briefly avoid taking fire from one of the enemies as you line up the other enemy and fire another shot. NO, you’ve missed and the second enemy is back raining fire down upon you. It looks like your not making it out of here, time to go down in a blaze of glory.
Charging forward you ram one tank while firing another shot at the other. Now it’s one-on-one but you’re almost out of health, you can barely move so ramming your nimble opponent is out of the question, and your heavy canon won’t reload in time.
Suddenly a missile streaks past you headed straight for the enemy. The enemy tank dodges sideways but the missile matches the movement and collides in a spectacular explosion that completely destroys the enemy.
You’ve been saved. Turning around you see a group of your allies headed past your position. You offer your thanks before limping back to base for repairs.
Key Features
• Exciting multiplayer vehicular combat: Fun combat between cartoonish tanks with surprising depth.
• A variety of game types -
o Deathmatch: Players fight it out to the last tank standing.
o Team Deathmatch: Teams of players battle to be the last team alive.
o Capture the flag: Players battle in teams to capture a flag and return it to their base.
o Take and hold: Player teams battle to take over and hold on to a base.
o Combat racing: Players race and fight to be the fastest around a track.
o Assault: Players attempt to hold onto their base or take the enemies base.
• Randomly generated terrain: Before each battle begins the map terrain is randomly generated.
• Player created guilds: Players can band together to form their own group
• Exciting unlockables: Players earn points for winning games and kills scored, which can be used to unlock new tank parts.
• Awards: By achieving certain goals players can receive awards such as medals and special tank parts.
Genre
Vehicular combat.
Platform
Primarily Mini Tanks will target the PC but if time allows a port of the game to Xbox 360 will be attempted. Mini Tanks is a multiplayer only game so a network connection (e.g. internet) will be essential.
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