Progress

An outline of the progress we have made over the term.

Jan. 13, 2012 - Website + blog up and running

Jan. 20, 2012 - Major Deliverable Level 1 Complete!

Jan. 23, 2012 - Weekly progress meeting to discuss Deliverables for Level 2!

Feb. 3, 2012 - Major Deliverable Level 2 Complete!

Alpha Release:

Feature backlog:

Brief description:
The milestones are per week and is identified by the first letter of the phase and week number, i.e A1 is the milestone for the first week of phase Alpha. The following is our overall feature backlog. It shows all the features that we are trying to achieve for alpha and beta release, a description of the features, the milestones set for feature implementation and the status of the features.

Overall status of our feature backlog (will change as we progress)



Task:
Description:
Milestone for implementation
Dependencies









Implementing tower ai
Detecting collision for creeps
A2
-









Implement multi-gesture
Zoom in , zoom out 
A2










Game Instructions
Rules to play.
A2
-









Tower and creep base classes
Adding functionality to add creeps and towers to game.
A3










Creep algorithm
Able to formulate shortest path
A3
-









Survivor mode map
empty map for survivor mode
A3
-









Side Menu HUD

A3










Tower base class
with attributes like range, coordinates and price
A3










Evaluate UI workflow of side menu
Should the user click on the same tile again to exit or click anywhere?
A3
-









Damage between creep and projectile
damage sustained as a result of collision
A3
-









Creep and tower placeholder art
Create shapes for tower and creep placeholders
A3
-









Top Menu HUD
top menu HUD in game play
A3
-









Placeholder art for Alpha demo
Placeholder art for game menus,maps, cut scenes
A3
-









Tower AI
Tower AI determines when creeps are in range of projectiles
A3
-









Creep base class
with attributes like health speed flying/crawling armour
A3










Tower/Cree/Projectile interaction Framework
A4
Feat 14









Resource management system 
Create resource system to purchase and upgrade towers (money cost of towers)
A4
Feat 21









Recalculate creep paths on tower construction
Game is dynamic, creeps need to find able to change the path and move along shortest path
A4
-









Campaign mode framework
level selection, level unlocking placeholder for level intro cut scene, game over screen, win screen
A4
-









Implement creep spawning manager
Controller responsible for managing spawning of creeps in all modes.
A4
-









Integrate tower creation/upgrade features
connect side menu HUD with game state. This means loading appropriate items into side menu HUD and responding to user selection
A4
Feat from A3









determine and implement final in-game menu options
Decide the hardware menu button
A4
-









Make map panning smoother
movement stops suddently whilst panning the map
A4
Feat 2









Implement user settings

A5
Feat 22, 21









Creep and tower spawning/creation
Create tower sprites that can be added to the game scene when provided with x and y tile coordinates. Create a portal that spawns creep sprites regularly.
A5
Feat from A3









Ensure Completion of tower types

A5
Feat 9









Implementing wormholes
Temporary enemy spawns during game play
A5
-









Global spell implementation
implement unique spells for gameplay
A5
-









Implement enhance tile abilities
There should be speciall tiles such as river, volcano that affects creeps
B1
-









App icon
app icon on android phone
B2
-









Polished menus
Shipable menus
B2
Feat 8,10,13,22,23









Collision particle effects
Effect for collision
B2
Feat 2,11









Campaign scoring system
Implement scoring system for campaign mode 
B3
all Alpha tasks









Vibration on creep breach

B4
-









Survivor mode highscores

B4
-









Level 1 Intro/Cutscene

B5
-









Level 2 Intro/Cutscene

B5
Feat 36









Level 3 Intro/Cutscene

B5
Feat 37









Level 4 Intro/Cutscene

B5
Feat 38









Level 5 Intro/Cutscene

B5
Feat 39









Saving and Loading highscores
User is able to keep record of high scores
B5
Feat 36









Edit game trailer

B5
Feat  41, 51









Prepare trailer assets

B5
All









Design spec updates
Updating design specs
Ongoing
-













































































-












-












-

























Weekly milestone summary
The following is a mimic Kanban board for our weekly milestone.


A1 (Feb 4-6):

A1
What is assigned
Tasks still implementing
Tasks completed
Blocking issues
Brandon
Set up ANDEngine environment and GitHub
-
Set up ANDEngine environment and GitHub
-
Sam
Set up ANDEngine environment and GitHub
-
Set up ANDEngine environment and GitHub
-
Carmine
Set up ANDEngine environment and GitHub
-
Set up ANDEngine environment and GitHub
-
Kevin
Set up ANDEngine environment and GitHub
-
Set up ANDEngine environment and GitHub
-
Aaron
Set up ANDEngine environment and GitHub
-
Set up ANDEngine environment and GitHub
-


A2 (Feb 7 - 13):

A2
What is assigned
Tasks still implementing
Tasks completed
Blocking issues
Brandon
Develop Game API needed for game
Develop Game API needed for game
-
Android Emulator does not support GLES(open GL) 3 which ANDEngine uses
Sam
Start Menu
-
Start Menu
-
Carmine
Develop Game API needed for game
-
Develop Game API needed for game
-
Kevin
Develop Game API needed for game
-
Develop Game API needed for game
-
Aaron
Develop Game API needed for game
-
Develop Game API needed for game
-


A3 (Feb 13-20):
A3
What is assigned
Tasks still implementing
Tasks completed
Blocking issues
Brandon 
Tower AI, placeholder art, finding music list and game instructions
-
Tower AI, placeholder art, finding music list and game instructions
-
Sam
Top Menu HUD
-
Top Menu HUD
-
Carmine
Tower and Creep base class
-
Tower and Creep base class
-
Kevin
Project Collision
-
Project Collision
-
Aaron
A* shortest path
-
A* shortest path
-



A4 (Feb 21-27):





What is assigned
Tasks still implementing
Tasks completed
Blocking issues
Brandon 
cutscene placeholder, hardware menu implementation, progress update
-
cutscene placeholder, hardware menu implementation, progress update
-
Sam




Carmine
Creep/Tower/Creep Controller class. Resource management



Kevin




Aaron
Creep algorithm integration

Creep algorithm integration

Rob
Side HUD and tower creation/ resource integration

Side HUD and tower creation/ resource integration



A5(Feb 28 - Mar 2):




What is assigned
Tasks still implementing
Tasks completed
Blocking issues
Brandon 
Flying Creep Implementation, Update Design Specs, TextureManger implementation
-
Flying Creep Implementation, Update Design Specs
-
Sam
HighScore Implementation, introduction popup

HighScore Implementation, introduction popup

Carmine
modified side menu HUD

modified side menu HUD

Kevin
Sound List discussion,  time freeze global spell, bug fixes

Sound List discussion,  time freeze global spell, bug fixes

Aaron
Implementing A* path, bug fixes

Implementing A* path, bug fixes

Rob
Implementing A* path, bug fixes

Implementing A* path, bug fixes






B1(Mar 3- 5):



Code freeze


B2(Mar 6-12):




What is assigned
Tasks still implementing
Tasks completed
Brandon 
Special tile implementation, code bug fixes
-
Special tile implementation, code review
Sam
Campaign mode implementing 1

Campaign mode implementing 1
Carmine
Chronite/drop matter implementation

Chronite/drop matter implementation
Kevin
Implementing spells

Implementing spells
Aaron
bug fixing, code reviewing, map design

bug fixing, code reviewing, map design
Rob
sideMenuHUD

sideMenuHUD



B3(Mar 13-19):




What is assigned
Tasks still implementing
Tasks completed
Blocking issues
Brandon 
finalize design doc
-
Special tile implementation, code review
-
Sam
Implemented campaign mode and revised the design specifications document

Implemented campaign mode and revised the design specifications document

Carmine
Code review and research

Code review and research

Kevin
bug fixing, testing, making art, implementing spells 

bug fixing, testing, making art, implementing spells 

Aaron
bug fixing, code reviewing, map design

bug fixing, code reviewing, map design





B4(Mar 20-26):






What is assigned
Tasks still implementing
Tasks completed
Blocking issues
Brandon 
Map creation logic. Special Tile Reimplementaiton, 
-
Map creation logic. Special Tile Reimplementaiton
-
Sam
Campaign mode framework

Campaign mode framework

Carmine
Creep Sprites

Creep Sprites

Kevin
Tower Sprites, customized buttons

Tower Sprites, customized buttons

Aaron
Map design

Map design

Rob
sideMenuHUD

sideMenuHUD





B5(Mar 26-30);






What is assigned
Tasks still implementing
Tasks completed
Brandon 
Load Balancing and bug fixes
-
Load Balancing and bug fixes
Sam
Load Balancing and bug fixes

Load Balancing and bug fixes
Carmine
Load Balancing and bug fixes

Load Balancing and bug fixes
Kevin
Load Balancing and bug fixes

Load Balancing and bug fixes
Aaron
Load Balancing and bug fixes

Load Balancing and bug fixes
Rob
Load Balancing and bug fixes

Load Balancing and bug fixes