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Team Zombie

2,665 bytes added, 14:09, 14 April 2011
Progress
{{GAM666GAM670/DPS901 DPS905 Index | 2010320111}}
= Team Zombie =
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
|-
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== 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 ==
<big>
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 ==
[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 Damien - Graphics]# [mailto:peleaning@learn.senecac.on.ca Pete - Input] # [mailto:cwoodley1@learn.senecac.on.ca Carolyn - SoundEverything done so far]# [mailto:qfeng5@learn.senecac.on.ca Qing - Map/GraphicsEverything done so far]
== Proposal ==
'''''Game Proposal – GAM 666'''''
Peter Leaning, Damien McGrath, Qing Feng, Carolyn Woodley
September 22, 2010
1 Life, return to last save point
3 small zombies hits and you’re dead, 1 zombie hit from a zombie with a weapon and you die Fat zombies will run slower, small zombies will be unable to hold weapons but will walk at an average pace, large zombies will walk faster, ankle biters will crawl Your own weapon will progress from a scalpel, steel pipe, fire extinguisher, stool, flame thrower (only available near the end)results in death.
Your light source will be a flashlight (time limit due to battery power of flashlight for higher difficulty)
1
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