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Game!!

Monday May 16 7:30 - 9:00PM

WHO: Eli

WHAT: Writing most of level.h and level.c, along with various convenience changes to other files.

BUGS: Didn't test -> no bugs

RESOURCES USED: None

Wednesday May 18 9:00 - 11:00PM

WHO: Eli and Ryan

WHAT: Fixing up level.h, adding reading bodies from files

BUGS: Some file access errors

RESOURCES USED: TAs on discord

Wednesday May 18 9:00PM - 12:00 AM

WHO: Eddie

WHAT: Added background graphics that don't require or interact with bodies

BUGS: None

RESOURCES USED: None

Thursday May 19 3:00 - 5:00PM

WHO: Jack

WHAT: Mouse Control, Firing with Mouse

BUGS: Mouse Handler

RESOURCES USED: Internet

Saturday May 21 11:00am - 12:30PM

WHO: Jack

WHAT: Mouse control to direct the ship to fire in a certain direction.

BUGS: Trouble figuring out geometry to get the correct angles with the mouse moving different directions.

RESOURCES USED: Help from Eddie later, internet.

Saturday May 21 4:00 - 6:00 PM

WHO: Eddie

WHAT: Trying to fix mouse control for rotation of the ship upon click

BUGS: Since arc trig functions are pi periodic, I can't mfigure out the right piecewise relations to turn the right direction

RESOURCES USED: Lots of Desmos

Sunday May 22 9:00 - 11:00 AM

WHO: Eddie and Jack

WHAT: Fixing the mouse control bug with arctrig

BUGS: None

RESOURCES USED: Demos graphing calculator

Sunday May May 22 8:00 pm - 11:00 pm

WHO: Ryan

WHAT: Was figuring out how to pull data from .dat files to create the graphic and level design. Created asteroid init functions.

BUGS: Out of order code.

RESOURCES USED: Edward Speer.

Monday May 23 11:00 - 3:00 PM

WHO: Jack and Eddie

WHAT: Created a struct for different weapons that create different projectile types with different force creators for the game, and making body be represented by a list of polygons instead of one polygon

BUGS: The struct we made for storing weapons as colors didn't process through scene correctly because we were passing in a single pointer instead of a pointer to a pointer

RESOURCES USED: None

Tuesday May 24 8:00 pm - 12:00 am

WHO: Ryan

WHAT: Used Eddie's struct implementation to create sprites so that the asteroids can have dimples to add more detail to the level design.

BUGS: Out of order code.

RESOURCES USED: Edward Speer.

Tuesday May 24 8:00 PM - !2:00 AM

WHO: Edward

WHAT: Designed and added the weapons to be used by the ship in the game

BUGS: None

RESOURCES USED: None

Wednesday May 25 2:00 - 5:00 PM

WHO: Edward

WHAT: Began building demo for actual game in order to set up for win/loss conditions to be added

BUGS: There are very strange memory issues happening with level_t

RESOURCES USED: sdl documentation for key handling

Thursday May 26 3:00 pm - 6:00 pm

WHO: Eli

WHAT: Implemented basic level of AI shot aiming in space invader demo (it is now very hard to win).

BUGS: Lots of rotation alignment things were weird, because I'm bad at geometry.

RESOURCES USED: None.

Sunday May May 24 6:00 pm - 11:00 pm

WHO: Ryan

WHAT: Created the borders for the demo and added force collisions to the walls and dynamic objects. Started working on level 2 design and finished up level design 1 with the new XMAX and YMAX ranges.

BUGS: Out of order code.

RESOURCES USED: Edward Speer.

Monday May 29 5:00 - 7:00 PM

WHO: Edward

WHAT: Added game messages in the terminal detailing controls, score, and pieces of game state for the user over the course of the game demo

BUGS: None

RESOURCES USED: None

Thursday June 2 12:00 pm - 8:00 pm

WHO: Eli

WHAT: So much random stuff, debugging, improving and implementing proper AI, attempting to resolve very strange errors.

BUGS: None.

RESOURCES USED: None

Thursday June 2 10:00 pm - 12:00 am

WHO: Jack, Eddie

WHAT: Implemented win/loss conditions. Created message for losing, if you beat all levels you get an extra life.

BUGS: None.

RESOURCES USED: None

Friday June 3 9:00 - 11:00 AM

WHO: Edward

WHAT: Implemented extra lives, a score tracker, and finished key handling. Killed magic numbers and used procedural decomp where sdl would allow me to without freaking out

BUGS: If procedural decomp is attempted on level_init_from_folder, the entire memory of the entire program freaks out

RESOURCES USED: None

Friday June 3 1:00 pm - 3:00 pm

WHO: Eli

WHAT: AAAAAAAAA debugging

BUGS: Weird memory things randomly, because I used level instead of level_t

RESOURCES USED: None