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Slowchop Studios
Gerald Kaszuba
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Timeline

Day 1: 10 hours

2006/07/09

  • Plan the game features
  • Plan the timeline
  • Draft out Menus/UI
  • Base filesystem setup
  • Program initialisation
  • Texture Loading
  • Menus
    • Splash
  • UI
    • Button
    • Choice Input
    • UI Loop
    • Text Input
  • Menus
    • Main menu
    • Settings - lots of time spent in video modes
  • Variables System - lots of time spent here
  • Menus

Day 2: 5 Hours

2006/07/10

  • Level class - collisions are slow as expected. Will do a quadtree later if needed.
  • Client/Server/Game class
  • Base Entity
  • Asteroid Entity
  • Ship Entity
  • Level to Entity management
  • Basic Game Loop
  • Player View/Hud
  • Entity Events

Day 3: 4 Hours

2006/07/11

  • Commander View
    • Entity Picking
  • Initial networking code
  • Iniital client connection
  • Iniital server

Day 4: 4 Hours

2006/07/12

  • Server - loading a level
  • Connect to Game
  • Client can spawn near HQ

Day 5: 14 Hours

2006/07/13

  • Network physics
    • Turning, Moving around
    • Firing
    • Collisions
  • Console
  • Commander view scrolling
  • Commander view radar
  • Player Orders
  • Commander can place buildings
  • Game logic - Buildings
  • Fixing an annoying bug
  • Laser Gun
  • Laser beam effect
  • Player has armour and shields
  • Player can die
  • Players time out

Day 6: 3 Hours

2006/07/14

  • Projectile Gun
  • Fix dead/ghost ship bug
  • Particle Effects