Jared Weinstock-TL

Chau Nguyen

Todd Carpenter

Kyle McArdle

Nick Deimler

Tom Bergamini *NEW*
Week 7 Recap
27 February 2009 | by Jared

This week we, again, did a lot of “behind the scenes” work.  Kyle worked on calibrating the head-tracking and setting boundaries, Chau worked on the server connections, and Deimler got controlled 3D animations working in Flash.  At our meeting Thursday, we went over everyone’s jobs for the week and then threw around more ideas for game scenarios.  After the meeting, we went through everyone’s code, bringing elements together and fixing some minor issues.  For this next week, we plan on setting up the actual game grid and having some interactions working between the WiiMote and the 3D characters.  Also, Todd is getting started on the Fourmation website, he’ll be putting up more designs this week.

Week 7 Hours

Jared 14
Chau 12
Nick 18
Kyle 11
Todd 9


4 Comments
chau | 28 February 2009

This week I spent cleaning up the server code of all the unnecessary things that we will not be needing for the game. The second half of the week was spent organizing the remaining code so that implementing it will be easier. I realized how stressful it was going to be to combine code when we had the coding party at Jared’s house. So what i did was try my best to keep my classes and functions as organized as possibles.

There’s no sample per-say this week (but Jervo doesn’t look at them anyways) because i didn’t want to add anything to the coding that was unnecessary.
Here is a description of what was done.
Getting the right outcome.

I want to start implementing this within the overall project this upcoming week and also the timing within the code needs to be controlled as the client sometimes runs through the code before receiving an output from the server.

nick | 28 February 2009

This week, I got the walk animation working on the cube. I also managed to get the user to switch between different characters by using the “SPACEBAR”.

BEFORE YOU DO THIS, there are some bugs.

Yes, the characters get stuck at the edge of the block. I’m working on the boundary issue.
Also, if you hold “UP” and then press “SPACEBAR” the character will glide instead of walk. I’m working on this too.
The down button right now just turns the character around a bunch, but soon I want the user to be able to press down, then move in that direction while holding down. But atleast they’re moving!

Cube & Character Sample

For next week I plan on fixing those bugs as well as getting some of the 3D models built and on the box.

Jared | 28 February 2009

This week I worked on a lot of the background functionality: implementing dynamic readouts for the HUD hover icons, cleaning up the papervision code, and testing out some other little things (so little that they will not be uploaded, sorry Jervis).

I also started creating the game item icons. There are more to come this week.

All of my other time was spent helping the teammates with their work (esp. Deimler and Kyle).

kyle | 1 March 2009

This week I spent a lot of time tweaking the headtracking so that we can get Z depth working and uninverting the axes. It took me a while to figure out why just adding a negative to the final variable didnt work… I’m still having some trouble but I’m extremely confident that I should get it working the way I want very soon. I’ve also been playing around with boundaries and whatnot so that when you move to far left or right the cube doesnt just revert back to 0. I don’t really have much to physically show as it’s all just tweaking of the code I showed you guys on Tuesday.

Other than that we all met and went over Deimler’s character animation code, and had a brainstorming session.

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