| Date |
Time Started |
Time Finished |
Activity |
Activity Description |
| 11 Jan |
1400 |
1700 |
Planning |
We finished work on our bids and did a lot of brainstorming |
| 15 Jan |
1400 |
1530 |
Planning |
Since we now know which project we're working on, we invented all the gameplay mechanics and many broad design goals for our sound-based puzzle game. We talked about what is within our power to do and what development tools we need to use to achieve our goals. |
| 18 Jan |
1300 |
1500 |
Research |
I familiarized myself with OpenGL so that I'll be a greater asset to my team. Previously I have had experience with Microsoft's DirectX 3D library, but we're using OpenGL so I need to learn that. |
| 21 Jan |
1300 |
1500 |
Research |
I looked into OpenAL. We are planning on using OpenAL to do sound for our game, but I think this might be a bad idea. It is more oriented to doing 3D sound, which is not what we're after. We want to have complete control over the sound channels, and this seems to take that out of our hands. It works by defining positions for listeners and objects, setting their velocities and then figuring out in 3D what the sound should sound like. We want to say "channel 1 output x sound, channel 2 output y sound, &c." I'm next going to look into other audio libraries that give us the level of control we're looking for. |
| 25 Feb |
---- |
---- |
Everything |
Here's an update for what I've been doing for the last month+. Helped group create many of the required documents, gotten better at OpenGL, and thought more about the sound engine design of the game. Our sound engine will need to be able to have a notion of time so we can insert specific sound clips into the sound environment at specific times. |
| 3 March |
3 |
hours |
Coding |
Spent a lot of time translating from our SDSv2 to .h files, to build the skeleton of the finished project. This generated questions and helped us identify potential concerns and resolve implementation issues, which will be updated in our SDS as needed. |
| 12 March |
2 |
hours |
Coding |
Worked with Jared on making our program make real sound come out of the speakers of our choosing. We're using FMOD to do our audio programming. |
| 17 March |
7 |
hours |
Coding |
Developed file format for a music track. Wrote code to read in track files, and parse them into MusicTrack objects. MusicTrack objects play a series of notes on beats specified in the file, with a specified number of beats per minute and repeat cycle. |
| 26 March |
3 |
hours |
Coding |
Coded the rotating music bar. Got it so the music bar reflects what's in the MusicTrack's current section, and roates in time with the music. Also got it so that the glyphs pulse with the beat. |
| 27 March |
4 |
hours |
Coding |
Coded the MusicTrack's ability to grade a note. MusicTrack::GradeNote() will return a score based on how on the beat a note of a given color is. |
| 1 April |
3 |
hours |
Coding |
Worked with Jared on implementing a blur effect for the graphics. We tried a few different things, none of which were great. The search for a great blur effect continues. Next up is the game board and getting real gameplay. |
|
| 10 April |
4 |
hours |
Coding |
Team programming to create the game board and control the positioning, movement of game pieces. Solo programming to pass options from the loader to the game itself by saving to files and reading from files. |
|
| 18 April |
3pm |
2am |
Coding/Play testing |
We finished! Finished off incorporating Wiimote control, multi-channel audio. We play-tested many times, and concluded our program works just super. A+++. Good job, Foo Sharks. |
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