Showing posts with label Programming. Show all posts
Showing posts with label Programming. Show all posts

Tuesday, September 15, 2009

Competition Entry







Central TAFE is running a "Make a Game" competition at Go3, and we intend to enter MiniTanks. As such Jordan and I have been working on getting MiniTanks into a better shape.



The first major change we have made is to remove the terrain randomisation functionality since we have been unable to get this feature to work correctly across a network (i.e. we couldn't get clients to get their terrain from the server). However whilst looking for a way to randomise terrain consistently for networked multiplayer I came across a resource for a terrain deformer object. So now instead of random terrain we have terrain which deforms from projectile impacts.

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:
  • 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.

Monday, September 15, 2008

Dynamic Terrain Textures

I've spent today building a function from the map of the functions that are required to run in order to add a texture to Torque and apply it. After 500 hundred lines I have a function that I believe will work as we want. An attempt to break the function up into multiple functions was derailed due to calls to functions from the C++ source code.
I will attempt to test the function later this week and hopefully will be able to integrate Dynamic Terrain Texturing using a single texture into the Alpha Demo later this week. Once Dynamic Terrain Texturing using a single texture is working modifications will have to be made to apply however many textures are required for a mission using necessary filters (e.g. Apply by Height).