From now on minutes will be available on the website in addition to google docs.
R&D:
-tile map
-TMX (map engine)
Risk:
-dev estimates out of wack
-ARTWORK
->artist?
-API design is blocking
-modular API
Minutes:
Summarize key points at the end of each set of minutes.
Shailen:
-design stuff looks great
-2 people should go to graphics workshop
-went over what everyone was working on (see project plan)
-probably draw a UML to connect classes properly
-Git: keep your changes narrow (just work on one thing at a time)
-read article about pull requests
-meet after class (at 2pm) on Thursday to discuss API
-stuff that we haven't talked about yet will come up and we need to be ready for that
-some tasks will depend on each other; having a priority of tasks might be important
-Alpha: needs to have an updated design spec and project plan
Graphics Workshop:
-Kevin
-Aaron
API Nouns:
In-game:
Entities:
-Tower*
-Creep*
-Map
->can add entities to this
-Sound
-Tile
-Wall
-Projectiles
-Portal
-Spawn point
-End point
-Spells
-Range
-Wave
-HUD
-Top menu
-Side menu
-Resource
-Collision effects
-Game phase
Out-game:
-Level
-Menu
-Cut scenes
-Game mode
ANDEngine:
-Scene
-Engine
-UpdateHandler
-Rectangle used for highlighted squares
-Path modifier
-Animated sprites
-TMX*(multiple things in here)
-Sprite stuff
-Texture atlas
-Tile texture region
-Camera
-Global game clock for timing?
scene.attachChild(TMXLayer)
->put map into scene
scene.attachHandler()
->attach an event handler to the scene
getTMXTileAt(float x, float y)
->gives the tile
-handling collisions is how towers will attack creeps
-global spells have an invisible rectangle that effects the area
-radial attacks effect an invisible circle (animation indicates when it deducts HP from enemies)
-bullets are homing (move towards a specific enemy)
-move very quickly so the homing isn't noticed
-path algorithm is Kevin's baby (he knows what he's talking about)
TO STUDY:
-tile example
-update handler example
-make sound effect list
Problems:
-learning how collision detection between projectiles and creeps works in ANDEngine (Kevin)
-creep path (Kevin)
-tower projectile's target (Carmine)
-when a tower should attack: (Carmine)
-tower detects creep within area
-tower creates projectile
-projectile calculates closest (or farthest) creep
-projectile moves towards creep until it collides with the creep or it's target is destroyed
-creep (level?) management (Rob)
-types (all one type per wave)
TL;DR
We
need to get our API in check sooner than later. The graphics workshop
should be attended. Read the article about questions about Git. Look at
the examples.
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