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Development Log
This contains updates and notes about any major developments in the project (design changes, completion of components, etc). 5/11/04: At the end of my game demo someone asked what the music was, and I said it was ambient techno from "Ataris." Sorry, it's "Abaris." =) It's good music.5/09/04: 14 hours left The game is coming along well I think. The graphics look significantly different than two weeks ago, so here's a new screenshot:
My "sheep" currently are named after Greek gods. If you have any better ideas, I'm open to suggestions. :) I've also started experimenting with slightly more interesting maps:
5/08/04: Okay, I finallllyyy finished all my other work (a research paper, 15-887 final project, and 15-887 take-home final), and can actually work on my game now for all of the remaining 2 days that I have before Monday's launch. I'm discovering that pathfinding may be more of a pain than I thought. I have to compute paths for the opponents, teammates, and the bricks when they're being pushed somewhere. This could potentially mean 15+ paths per cycle, and I don't want to have to run A* that many times per cycle! So I'm going to need to implement some path caching. Not difficult, but it's one extra thing on top of the hundred other things I need to do in the next 48 hours. 4/22/04: So somehow both milestones have worked out such that I don't have any time before them to do any serious amount of work, but I have time after them. For milestone 2, which is due today, I wasn't able to do as much as I wanted because I've had to spend all my time preparing for the Robocup competition which I'll be at from Friday till Wednesday. Milestone 2 update is posted, but it will probably be added to next week. 4/13/04: I got basic enemy AI working today. Currently opponents simply go to the nearest brick and destroy it. They don't have any obstacle-avoidance or pathfinding, so if they hit anything, they get stuck. I also added support for recording movie screenshots, so I am posting a movie of enemies destroying all the bricks (29 MB) [no longer available], which I think is pretty cool. Note: the brick damage rate is much faster than it will be during actual gameplay. I have it that fast now just for convenience. Next step is to get basic AI for the teammates so that they will be able to build bricks. 4/09/04: I put in a good deal of work today, and got the following done:
A few screenshots: Teammates are blue, enemies are purple, and the player currently being controlled is yellow. The black dots on the spheres indicate the player's direction/orientation
For now, the bricks just become darker when they are damaged:
This is my giant 64x64 "football field" map :) (yes, I know the lines don't match a football field):
4/06/04: Today is the deadline for milestone 1, which is supposed to be a playable demo. My game is not quite playable, but it is also not entirely clear what playable means. (if you like just pushing blocks around, then my game is playable =)). But anyway, you can read more details and see screenshots at the Milestone 1 update. Progress so far has been smooth and expedient, but has been limited only by the amount of time I've had, since I've been extremely busy lately. 3/28/04: Originally I thought my idea (described in the Project Proposal) was perfect, but gradally it lost a lot of its appeal as I realized it has a few problems:
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