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Q4.2: Timeline

WingofTech edited this page Jun 4, 2018 · 9 revisions

Week 1

  • N/A, were not able to meet week 1 due to scheduling conflicts.

Week 2

  • Due to the Vive being currently non-functional Glenn, Yue, and Nicholas have begun working on sound engineering and have begun to use a plugin in order to create Sheperd's tones in Audacity.

  • Don is working on the Flak Disposal arena's spikes and animations. Currently having a hard time getting blades to align with edges/rims of the arena's rings that are tilted inwards.

Week 3

  • Working with Glenn we've implemented a railgun using our Laserlight Railgun model as well as some new, possibly placeholder, Laser models. The railgun however, does not fire forwards and rather is firing in every direction but forwards.

  • Don is still working on getting arena blades to align.

Week 4

  • The railgun is still firing in every direction except for forwards, Yue and Nicholas are investigating.

  • Don is still working hard on getting the Flak Disposal arena's blades to align properly. Might have found a way to fix it.

Week 5

  • Yue and Nicholas have finally fixed the railgun! Railgun can now fire in the forwards direction relative to the railgun barrel. Railgun barrel faces direction of player controller.

  • Added a cube with a target material attached to it. Also attached a rigidbody in order to give it proper physics simulation. Enabled zero-gravity as well as high drag to keep it somewhat in place when it is either displaced from railgun shots/volleys or Mechsuit/player collision.

  • Don has aligned the Flak Disposal blades properly and also has animations to rotate the rings and their blades continuously.

Week 6

  • Worked on creating a mesh as well as a shader in order to create a HUD and menu system that surrounds and wraps around the player's vision.

Week 7

  • Began work on health and damage systems.

  • Debugging UI. Currently having issues with CurvedUI asset.

  • Refactored health code to enable damage.

  • Added AmmoPooler script to weapon in order to keep track of the player/weapon's current ammo count.

  • Added cube with railgun slapped on which constantly faces the player and fires its own rails at the player.

  • Added core body with shield health on it.

  • Refactored health code again.

Week 8

  • Reimported scripts and assets as CurvedUI was very broken for some reason.

  • Fixed player clipping through the arena walls.

  • Fixed inverse kinematics bug that causes the player to have two right arms.

  • Completed CurvedUI pause screen.

  • Tweaking Flak Disposal arena animations. Still broken as rings will not spin constantly.

Week 9

  • Fixed laser pointer (for UI selection) not pointing in direction of raycast.

  • Added pause, calibration, and HUD menu to hierarchy.

Week 10

  • Progress/Accomplishments: This quarter was fairly productive I would say. We hit some tough issues but were able to overcome them in the end. The amount of work that's been done on the new Flak Disposal arena, the UI system (Pause, Calibration, and HUD), as well as our solving of certain problems in our use of the Curved UI asset purchased previously. Additionally, we were able to build multiple health scripts for different situations from objects to flat health, to players with shields that regenerate over time and health that can be recouped.

  • Challenges: This quarter we faced a lot of challenges in the fact that sometimes we would try to do certain things in Blender that we couldn't get to work properly such as not being able to align blades with the angle of the tilt of panels on the Flak Disposal arena. We also faced a lot of issues with CurvedUI from it not rendering over other 3D models to it breaking randomly after cloning another copy of the project. That being said, the Blender solution was eventually found and CurvedUI was promptly reimported to fix its state. However, overlaying is still an active issue that we will attempt to resolve soon.

  • Future Goals: Our current goal has got to be to build the game's multiplayer due to it being a core part of the game. Additionally, the weapon summoning system is another essential part of the game so both of these will be pursued very soon. We are considering working during the Summer quarter if time allows and members Glenn and Yue are planning to telecommute. MechSuit VR is headed for the market someday once we have streamlined development. We are considering acquiring hardware in the near future to accelerate our time spent in development.

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