Monday, July 31, 2006
Hansel Finally we have come to a point
that we can say that we have completed our basic game play, it have
been a tough and long project that we ever handed and indeed it
is different from the past projects that we managed. More effort
and team work are need to handle a long duration project. I am very
glad that i have this team of people for this project and very gald
that we have come so far.
Now that we will be moving on to further develop the game during
the semester project, more challanges will he ahead. Things that
I will be improving will be the centralize the reading of informations
from text files, and adding more information to the text files like
position of main character and more, building of levels, loading
and saving of games.
Nigel I have managed to finish the
second step of my path-finding. After many pages of mathematics,
I have managed to deduce the problem which stopped me for a long
time. The order of the vertices for the walls was taken in in the
wrong order due to some minor inconsistencies. Now the monster shall
disengage when the player goes behind a wall, when the line of sight
is blocked.
Conclusion:
Today we presented the game in class. As such this is an end to
the module and the work. However this close is insignificant as
the same project is now for the 3-weeks holiday project, and there
is no change whatsoever. We have planned what enhancements to do
for the 3-weeks, and thus the project stays same, in development.
Ren Hao I find that this is a great
learning experience to get a better idea of developing a game. Though
this game dev module is coming to an end, we will still continue
to develop this game for the studio project. For the studio project,
we can add in more levels, improve the game play and etc. This will
make our game more fun! However this means a lot of hard work will
be needed. Well...I'll be looking forward to the studio project
then.
Melissa Finally the basic gameplay
is done! Can relax abit til the studio project... Hehe.. Doubt so...
Tasks for the 3 weeks project:
1.) animate hero and monster
2.) improve menu and gameworld textures
3.) Elemental monsters and gems to enhance gameplay
4.) Different expression of monster
Attached the following document in:
Game_Design_Document_GDD.pdf
(245KB)
Technical_Design_Document_TDD.pdf
(93KB)
some screen shots of game
New version of the game Dungeon Revival will be on another website.
click here to view it!
![redline](images/lines_red.gif)
Wednesday, July 26, 2006
Hansel think of what can be done during
the semester project week.
Nigel Solved the referencing of the
3D array from dodo class which increases efficency as there is no
need to remake a brand new similar array for the monster class.
Implemented an OrientateMonster function to make the monster face
the player through use of vectors. However at certain angles the
arc cosine returns a wrong value which i couldnt solve. The problem
is that arc cosine in cmath do not take into account the sign of
the value.
Now the code is also able to deduce whether the monster can see
the player, implemented in IsVisible function which takes in only
the player's position. However there is still many problems as the
implementation is not 100% correct and the line of sight still most
of the time passes through walls.
Ren Hao will be changing the colour
of the gem effect to make it more visible and do a feedback to the
user when the player is hit by the monster. He will also continue
to search for appropriate background music for the main game.
Melissa Splitted instructions screen
into 2 pages, with working buttons to menu and next/back pages.
Corrected monster's eyes and mouth. Added shadows to the the monster
by using alpha channel. Currently adding shadows to hero model,
and also splitting models up so that I can animate it. Also adding
elemental monsters to the game. Want to add expression of the monster
in game when it encounters hero, gem, and coin.
![redline](images/lines_red.gif)
Wednesday, July 12, 2006
![](img/screenshot3.jpg)
Hansel completed the mtl loading problems
and now materials are correctly loaded on to the model. lights are
been setup on model like coins, gems and etc..
Also modifed the map designer so now that monster model file, position
and other informations are all stored in the text file of the map
and any settings that needs to be done can be edited from the text
file.
More information will need to be stored together in the text file
like main chracter's model and position etc.. so that in future
when save and load game function are implemented, all this informations
will be written or read from text file.
Nigel Done up a basic path-finding
for the monster, which now moves towards the target from the current
position, PathFinding(vector currentPos, vector targetPos). Right
now only A.I. state 'chase player' calls this function.
Now currently implementing the 3D array from the game level and
looking into the advanced path-finding around obstructions.
Ren Hao did the special effect when
the player kills the monster.
Melissa Finished Game Dev Doc. Finished
initial instruction screen. Splitting it into 2 "pages" to make
it look less messy.Added weapon to monster.
Created Scoreboard with win/lose splash screen. Scoreboard records
the number of coins and gems in status.cpp. Added button for all
3 screens.
Added 'limbs' for Uru-chan (main character). Created a 'face' for
the monster by drawing a quad and texturing it with its right eye,
left eye and mouth.
Inserted a blank instructions screen with working buton. currently
working on fixing the screen to 800x600 for convenience purposes.
Currently updating Game Dev Doc.
![redline](images/lines_red.gif)
Wednesday, July 5, 2006
![](img/screenshot2.jpg)
Hansel futher improve on the collision
of the game therefore reduce the possiblity of character passing
through the wall. Disabled the collision detection box after the
monster had died. Slove the problem when recieve damage from monster,
it will now reduce 1 health instead of 2 of 3 at a time, as well
as sloving the prob that it could not deduct health on the 1st time
character come in contact with monster.
Started on the state of the monster, where there is chase player
state, escape from player state, player within range state, other
that are not implemented will be loot coin state which will then
need the reviece the location of the coin before state can be set.
Sorted out the problem of mtl can't be loaded, it is found out
to be that the directory of the mtl was wrong. Initialy mtl and
obj files are at the same level of the project files but after the
mtl and obj was moved to the folder, problem are faced due to the
directory problem, it is slove by editing the code in mesh.cpp,
therefore now is able to load the mtl, but there are still problems
and is supected to be lighting settings if not flow of the program.
Nigel Solved the jerkiness of the character,
the movement is now time-based, integrated the game project. Started
on planning on the algorithm for the monster path-finding. Finite
state machine of the A.I. is going to be done up by hansel, therefore
the next part of it will be the path finding. As the grid has already
been implemented since the basic stages, now will be fully focusing
on path-finding functions for the enemies.
Listed below is the plan for the path-finding class:
- Receive current position and the goal position. |
- Draw a direct line to the character. Everytime
a wall is in the way, shift the line using the A* algoritm provided
by the teacher. |
- Once a straight line can be drawn to the
character with no obstructions, let the path continue independent
of the grid. |
Thus using the A* algo as well as using intersecting paths in the
path-finding will actually help solve the
silly behavious of sticking strictly to the grid.
Ren Hao Last week renhao did the minimap
for the game. The minimap almost done now showing the position of
the character and the wall. He also implemented the turning on and
off of the minimap. Now he is improving on the minimap by trying
to show the direction of the character on the map.
This week renhao has completed the minimap with the direction of
the character shown. He has added sound when collecting coins and
gems in the game. He also added the time limit of the gem effect.
Now he is working on the special effect when the player possesses
the gem.
Melissa Did Credit. Added Animation
and 'Back' button. Didn't enable button to change position when
screen is resized, taken a long time to draw quads because of various
minor errors.
The first error was because didn't set the camera when changed
the gamestate.
The second error was because quads are not drawn in the correct
direction (clockwise instead of anti-clockwise). Then added the
animation by drawing another quad with words on it, and then translate
it upwards, repeating it again after it exceed an area The back
button was added, but it only works in the normal screen. I hvn't
implement changes to allow the detection of the button to change
when resize.
![redline](images/lines_red.gif)
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