Jared Weinstock-TL

Chau Nguyen

Todd Carpenter

Kyle McArdle

Nick Deimler

Tom Bergamini *NEW*
Week 13 Recap
18 April 2009 | by Jared

Week 13 is at the top of our list for most successful weeks.  Everyone got a lot of work done and we overcame a lot of obstacles.  Todd and Tom have been putting the website together and Chau has been researching and testing out augmented reality with the FLAR toolkit.  Hopefully we will have a site (or a portion of a site) up in the next couple weeks.  Kyle got most of the WiiMote functionality down and the headtracking and wiimote controls work great.  Deimler spent this week creating an overview/walkthrough/manual for the game complete with instructions and pictures.  Jared (me) continued to code and add some more functionality to the grid system in the game.  Everything is coming together and looks amazing so far.

Week 13 Hours

Jared 28
Chau 10
Nick 17
Kyle 20
Todd 9
Tom 13


6 Comments
Jared | 18 April 2009

I got a lot of things working this week that will help me start to really bring the game together. I posted two examples this week, one that shows an earlier test of single plane events, and another that actually swaps the planes with new planes. There are a lot of little quirks about Papervision that can have you stumped for hours, but hopefully I’m past most of them.

For this next week, I will work on adding even more functionality to the plane grids. I would really like to have all of the colors working on every side of the cube. Also, I might start adding Kyle’s headtracking code and Chau’s server code, depending on how much the integration will interfere with my testing. It might have to wait a couple weeks.

kyle | 18 April 2009

This week I got work done. I finally got the Wiimote working in our game and controlling our Papervision dudes. I kept running into problem after problem over the past three weeks but I finally had a major breakthrough and got everything working.
I also refined my headtracking code and migrated it over into the newest project file. I did a lot of optimization and managed to get everything running at a smooth 30fps. I got rid of the initial WiiConnet class me and Jared made that handled all the Wiimote functionality and broke it up into a WiiMouse and HeadTracking class that each handle their own individual wiimotes. I also got our connection and battery level icons working again.

The next task I need to do is migrate all this into Jared’s new grid system, and get Chau’s multilayer involved too. It will be action packed.

Check out the demo and other cool info over [HERE]

chau | 18 April 2009

This week i’ve been preparing for the inevitable. First, to assist in the eventual future of when our codes combine I’ve decided to do away with Deimler’s old code and sat down and learned (as best as i can) all the intricacies of Kyle and Jared’s code. Lets just say there’s more classes then a Wednesday afternoon at Drexel.

This launched the next phase. Developing how i can fit my code into it. Since last week i went through and streamlined my code I can’t see it being as massive a headache as the earlier stages.

Next, I began the augmented reality work. Except i hit a speed bump early. You need a Webcam to even begin it. As a webcam is needed to read in the symbol. So after some hiatus I’ve acquired one. And set up the basis for developing our Augmented Reality. This had to sit on hold for a bit due to step 3.

Step 3 of this week involved getting the dedicated server that Drexel has provided us situated. So this week i decided to sit down with Pat at D&I on Friday and make sure the server is launched. Apparently the Linux version doesn’t come with a simple start.bat so Jay had to come help us get it situated. Unfortunately when i returned home i could not ping the server. So i guess mine will be sitting up for a while as we get this one to work successfully.

Lastly, this week has been spent preparing for Sundays presentation to the incomings. As my part of this week hasn’t been stressful with coding I’ve written the speaking points and topical points for the presentation.

For the next week, Jared has assured me that we will begin my integration and I now have all the parts i need for Augmented Reality.

P.S: I hope you were able to try out the server this week Jervo. I came home on Wednesday and noticed that a few people were able to utilize the server. (I had 8 successful connections) Kind of cool.

Todd | 18 April 2009

I was able to give a general incorporation of my site design to the code Tom provided. In addition to adding my design elements I gave each cube side its own movieclip for their individual content. I plan to have the functionality ironed out by next week and maybe some of the content added in.

http://www.toddsmedia.com/fourmation/04_18_2009/example.html

nick | 18 April 2009

Ok for this week, I tackled the walkthrough. Basically, the walkthrough is an example of how gameplay could occur. I did 1 on 1 for my own sanity’s sake. Each play is mapped out with an image as well as a description of what is taking place.

An aspect of gameplay that has changed: Stealing now occurs at designated times. We realized last week that to have a player be able to steal at any time can lead to boring gameplay. Therefore, now a player can only steal during “bursts” which are explained in the walkthrough. A player will have about 5 seconds to steal from their adjacent opponents’ library. This is a change as well. We were originally going to have players steal from already placed platforms. We have since decided that would make people afraid to place anything. Now anything placed on the board is permanently there and cannot be moved.

Next thing I plan on doing is to update the game manual with the new changes as well as start to help with building the game.

Here is the pdf of the walkthrough: Walkthrough

tom | 18 April 2009

This week I worked on the website and some of the game gui. For the website I increased functionality and sent it to todd for the design. He noted some issues in the code so i tried to fix it but still some bugs. The nav works by clicking on a cube and it will rotate to display the content and then to access the subnav the cube will rotate again.

The biggest issue was allowing interactivity with objects on the cube face but that is fixed it is the red circle on the blue face and the roll over reveals a green box.

http://thomasbergamini.com/fourmation/418/example.html

For the game navigation I added 3D text and fixed the interactivity with the cubes so planes can be used as the subnav. Example the blue cube.

here is just a jpg of what the swf looks like
http://www.thomasbergamini.com/fourmation/example.jpg

hours: 13

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