Difference between revisions of "Team Zombie"

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{{GAM666/DPS901 Index | 20103}}
+
{{GAM670/DPS905 Index | 20111}}
 
= Team Zombie =
 
= Team Zombie =
 
Braaaiiinns......
 
Braaaiiinns......
 +
 +
= GAM670 section =
 +
 +
Features to be implemented:
 +
 +
- OpenGL 4.1
 +
 +
- Lighting
 +
 +
== Project Marking Percentage ==
 +
<big>
 +
Qing: Option A
 +
Damien: Option A
 +
</big>
 +
 +
 +
 +
== Progress ==
 +
 +
{|  border="1"
 +
|-
 +
|Date
 +
|Contributor(s)
 +
|Info
 +
|-
 +
|February 1, 2011
 +
|Qing, Damien
 +
|Porting framework (2010) to OpenGL 1.4. Added Wrangler Library (glew) to trunk and changed the render to 2.x
 +
|-
 +
|February 3, 2011
 +
|Qing, Damien
 +
|Basic per pixel lighting is implemented to 2.x
 +
|-
 +
|March 17, 2011
 +
|Qing, Damien
 +
|Converted to simple OpenGl 3.3. Renders the boxes but not completely proper.
 +
|-
 +
|March 19, 2011
 +
|Qing, Damien
 +
|Renders objects with textures properly (OpenGL3.3)
 +
|-
 +
|March 24, 2011
 +
|Damien, Qing
 +
|Renders game level properly with working directional and point lights (OpenGL3.3).
 +
|-
 +
|March 29, 2011
 +
|Damien, Qing
 +
|Physics and collision from Hasan's team integrated into our code.
 +
|-
 +
|April 07, 2011
 +
|Damien, Qing
 +
|Octree implemented into the framework. Old code from previous semester was added
 +
|-
 +
|April 14, 2011
 +
|Damien, Qing
 +
|Working physics in our game. Cleaned code
 +
|-
 +
|<insert date here>
 +
|<insert contributor(s)>
 +
|<insert information>
 +
|-
 +
|<insert date here>
 +
|<insert contributor(s)>
 +
|<insert information>
 +
|-
 +
|}
 +
 +
== Proposal ==
 +
 +
For our group, we plan to convert all of the existing direct3d code into OpenGL 3.3. We will be using the GLSL shading language for fragments and vertex shaders. Also we will be converting the lighting feature such as per pixel lighting to OpenGL. If we have time after doing the above we will also implement open audio.
 +
 +
We will be using our game from GAM666 for this course.
 +
 +
= GAM666 section =
 
== Project Marking Percentage ==
 
== Project Marking Percentage ==
 
<big>
 
<big>
Line 23: Line 97:
  
 
October 27, 2010 -- Qing -- Added the design of the game level (floor#1) V0.1 in directX and 3ds max
 
October 27, 2010 -- Qing -- Added the design of the game level (floor#1) V0.1 in directX and 3ds max
November 1, 2010 -- Qing -- Added the design of the game level (floor#1) V2 in directX and 3ds max (it has walls now)
+
 
 +
November 1, 2010 -- Qing -- Added the design of the game level (floor#1) V2 in directX (it has walls now)
 +
 
 
November 4, 2010 -- Qing, Damien -- Programming one of the puzzle
 
November 4, 2010 -- Qing, Damien -- Programming one of the puzzle
 +
 +
November 7, 2010 -- Qing -- Added the design of the game level (floor#1) V3 in directX (it's in 3d, instead of single plain thin layers)
 +
 +
November 7, 2010 -- Qing, Damien -- Imported model of the level into the framework
 +
 +
November 10, 2010 -- Qing -- Fixing the camera to be more responsive
 +
 +
November 13, 2010 -- Damien, Qing -- Fixed the camera so that it pitches,yaws,rolls and moves correctly on all axies
 +
 +
November 13, 2010 -- Damien -- Added custom background music file into the game and fixed issue where loading mesh objects would inccur a large FPS decrease
 +
 +
November 14, 2010 -- Qing -- Updated level design with textures
 +
 +
November 24, 2010 -- Damien -- Added a cylinder object to the framework that we will use for our puzzles
 +
 +
November 25, 2010 -- Qing, Damien -- Fully working puzzle #1 is finished
 +
 +
November 25, 2010 -- Qing, Damien -- Somewhat working puzzle #2
 +
 +
November 26, 2010 -- Qing -- Fully working puzzles (3 of them), re-textured the walls, textbox with information
 +
 +
November 30, 2010 -- Qing, Damien -- Added lights to the monitors/puzzles/riddles, flashing light on the exit sign, sound effects on some parts, movement(keyboard+mouse) is locked when doing a puzzle/riddle and when player wins/loses game, flashlight is toggable (on/off), ambient is a lot lower
  
 
== Undead Team Members ==  
 
== Undead Team Members ==  
[mailto:cwoodley1@learn.senecac.on.ca,peleaning@learn.senecac.on.ca,dmmcgrath@learn.senecac.on.ca,qfeng5@learn.senecac.on.ca?subject=dps901-gam666 Email All]
+
[mailto:dmmcgrath@learn.senecac.on.ca,qfeng5@learn.senecac.on.ca?subject=dps901-gam666 Email All]
# [mailto:dmmcgrath@learn.senecac.on.ca  Damien - Graphics]
+
# [mailto:dmmcgrath@learn.senecac.on.ca  Damien - Everything done so far]
# [mailto:peleaning@learn.senecac.on.ca  Pete - Input]
+
# [mailto:qfeng5@learn.senecac.on.ca Qing - Everything done so far]
# [mailto:cwoodley1@learn.senecac.on.ca Carolyn - Sound]
 
# [mailto:qfeng5@learn.senecac.on.ca Qing - Map/Graphics]
 
  
 
== Proposal ==
 
== Proposal ==
Line 37: Line 133:
 
'''''Game Proposal – GAM 666'''''
 
'''''Game Proposal – GAM 666'''''
  
Peter Leaning, Damien McGrath, Qing Feng, Carolyn Woodley
+
Damien McGrath, Qing Feng
  
 
September 22, 2010
 
September 22, 2010

Latest revision as of 13:09, 14 April 2011


GAM670/DPS905 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources


Team Zombie

Braaaiiinns......

GAM670 section

Features to be implemented:

- OpenGL 4.1

- Lighting

Project Marking Percentage

Qing: Option A
Damien: Option A


Progress

Date Contributor(s) Info
February 1, 2011 Qing, Damien Porting framework (2010) to OpenGL 1.4. Added Wrangler Library (glew) to trunk and changed the render to 2.x
February 3, 2011 Qing, Damien Basic per pixel lighting is implemented to 2.x
March 17, 2011 Qing, Damien Converted to simple OpenGl 3.3. Renders the boxes but not completely proper.
March 19, 2011 Qing, Damien Renders objects with textures properly (OpenGL3.3)
March 24, 2011 Damien, Qing Renders game level properly with working directional and point lights (OpenGL3.3).
March 29, 2011 Damien, Qing Physics and collision from Hasan's team integrated into our code.
April 07, 2011 Damien, Qing Octree implemented into the framework. Old code from previous semester was added
April 14, 2011 Damien, Qing Working physics in our game. Cleaned code
<insert date here> <insert contributor(s)> <insert information>
<insert date here> <insert contributor(s)> <insert information>

Proposal

For our group, we plan to convert all of the existing direct3d code into OpenGL 3.3. We will be using the GLSL shading language for fragments and vertex shaders. Also we will be converting the lighting feature such as per pixel lighting to OpenGL. If we have time after doing the above we will also implement open audio.

We will be using our game from GAM666 for this course.

GAM666 section

Project Marking Percentage

Group work:      40%        (25 <= xx <= 50)
Individual work: 60% +      (50 <= xx <= 75) 
-------------------------
Total           100%

Repository

Repo path

svn://zenit.senecac.on.ca/dps901_103rep2

Trunk Status

committed by [NAME] / being committed by [NAME]


Progress

October 27, 2010 -- Qing -- Added the design of the game level (floor#1) V0.1 in directX and 3ds max

November 1, 2010 -- Qing -- Added the design of the game level (floor#1) V2 in directX (it has walls now)

November 4, 2010 -- Qing, Damien -- Programming one of the puzzle

November 7, 2010 -- Qing -- Added the design of the game level (floor#1) V3 in directX (it's in 3d, instead of single plain thin layers)

November 7, 2010 -- Qing, Damien -- Imported model of the level into the framework

November 10, 2010 -- Qing -- Fixing the camera to be more responsive

November 13, 2010 -- Damien, Qing -- Fixed the camera so that it pitches,yaws,rolls and moves correctly on all axies

November 13, 2010 -- Damien -- Added custom background music file into the game and fixed issue where loading mesh objects would inccur a large FPS decrease

November 14, 2010 -- Qing -- Updated level design with textures

November 24, 2010 -- Damien -- Added a cylinder object to the framework that we will use for our puzzles

November 25, 2010 -- Qing, Damien -- Fully working puzzle #1 is finished

November 25, 2010 -- Qing, Damien -- Somewhat working puzzle #2

November 26, 2010 -- Qing -- Fully working puzzles (3 of them), re-textured the walls, textbox with information

November 30, 2010 -- Qing, Damien -- Added lights to the monitors/puzzles/riddles, flashing light on the exit sign, sound effects on some parts, movement(keyboard+mouse) is locked when doing a puzzle/riddle and when player wins/loses game, flashlight is toggable (on/off), ambient is a lot lower

Undead Team Members

Email All

  1. Damien - Everything done so far
  2. Qing - Everything done so far

Proposal

Game Proposal – GAM 666

Damien McGrath, Qing Feng

September 22, 2010

Dr. Chris Szalwinski and Prof. Fardad Soleimaloo


Genre – Adventure/Puzzle Game (ex. Mist)

Synopsis - Make your way through the underground laboratory maze, opening doors by correctly answering puzzles, while zombies chase after you to eat your brains. There will be hints to answer the riddles as you progress through the game.

Rules

Riddles - are open until its answered correctly, each time it is entered incorrectly the riddle will be regenerated with a new one

1 Life, return to last save point

1 zombie hit results in death.

Your light source will be a flashlight (time limit due to battery power of flashlight for higher difficulty)

Background Story

Your character is a scientist in a secret underground military lab. You’ve been working on a cure for Aids, and your latest vaccine seems to be working unfortunately it has some adverse side effects. After about one week your test subjects begin to mutate. Their heart stops, their body starts to decompose, their frontal lobes disintegrate, yet instead of dying they begin to act solely on instinct. The vaccine has also mutated that when an individual comes into contact with the affected individuals saliva they will begin to mutate as well. The mutation quickly runs through your laboratory and only you are left to escape. You must fight your way out and answer the final riddle to earn your freedom.

Map of the World of the Game

Lev1.jpg

Moderator's - Instructors Comments

Any other thing you find necessary