List of minutes so far from meetings
Toolkit developers
Minutes for 2nd
June 2014
1st week accomplishments
1. Started and finished a basic
prototype of the game's functionality
2. Began use case diagram design as
how to the app will be completed and the structure of it.
3. Lab access has been granted on
Saturday between 9am-5pm after request was made
4. Using the Facebook group as the
makeshift blog for any updates to be known to the rest of the group to be
recorded. Ideally having what we wish to do in writing or visible would be
ideal to be placed on this private platform for referencing
5. Company name will be known as
toolkit! Developers limited, with a business case to be developed, if not, use
the previous one from before.
6. Its recorded that we have 28
days to present our interim report and
another 21 days until we submit our final project and 2 days after which t
present. A total of 47 days excluding public holidays
7, Responsibilities delegated
·
Kezlon on use case diagarams and figures for the
document while providing programming assistance to Brian, Joel and Shane.
·
Manuel Browne on documentation
·
HImraj bir on UI design and stage layout.
·
Brian, Joel and Shane on Programming C# and javascript on unity engine
Toolkit developers
Minutes for 9th
June 2014
Accomplishments
1. Table top design by Himraj Bir finished
for level design (kudos!)
2. Tested out .apk publishing to
phones with the app running successfully (DOUBLE KUDOS) by Joel Salazar Shane Layne and Brian Perry
3. Tweaks to game engine done,
collision tests carried out by joel Salazar and Shane Layne by Reviewing unity
engine JavaScript code for collision of structures at the edge of the
4. Use case diagrams completed by
Kezlon Sutherland
5. New Logo will be done in the
week by Himraj Bir
6. More liming to be done in the
lab.
7. Research, tutorials and
self-teaching ourselves the unity engine.
Constraints
Bugs in wall collision due to set
syntax values meant for a 3D platform instead of a 2D one. Constraint 2: Lack
of experience
Stage and changing ball physics
Toolkit developers
Minutes for 16th
June 2014
1. Himraj
Bir completed menu design for game project. Aspect ratio to sizes to be done
for PC and android platforms.
2. Collision
on wall now works successfully, however balls now periodically go through the
walls.
3. Touch
feature on android unresponsive
4. Discovered
that 2-D development on unity is still new and relies more on programming
experience than engine dependency. More work to be done for Brian,Joel and
Shane. Request assistance from a local game developer in Trinidad who is
trained under the unreal and unity engines, Dane Nurse for assistance.
5. Shane,
Joel and Brian programmed parameters of the user menu for their directory paths
e.g New game
starts the game, instructions pulls up a basic UI displaying how the game works
etc.
This week was spent
for debugging and resolving issues.
Toolkit developers
Minutes for 26th
June 2014
1. Resolved
collision issues. Balls now stay within the game field.
2. Began
setting ball mass values and testing variable speeds on its surface
3. Began
testing code for the death field to send balls at random trajectories at a high
velocity
4. Initiated
work on a scoring system for game points
5. Programmers
have worked strenuously on bug fixes and glitches and have taken a respite for
a few days.
6. Interim
report being prepared to be sent to Lisa Wharwood
By this time,
majority of the resolutions have been solved, however, there was a question as
to
Whether we should change the engine from being a
2D engine, to 3D for the sake of accessibility, and to assist in resolving some
of the glitches caused by unity’s still buggy 2D engine .Concluded it was
better to stay the course on 2-D as the conversion may require to start over,
as unity has no method to transcribe code over to the 3D format, nor is it
possible
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