These tasks will be discussed and assigned at the meetings. Please contact your group leader if you want to do one of these tasks, or if you cannot complete a task.
| Name | Assigned To | Completed | Priority | Start By | Finish By | Description |
|---|---|---|---|---|---|---|
| Bullet::doCollsion | noone | Currently when bullets collide with objects, nothing happens. It should check to see if it collided with a vehicle, and then damage that vehicle with its VehicleProps. | ||||
| Vehicle Effects | ST | As far as I can tell, there is no way right now to design in temporary vehicle effects. There needs to be a way to affect a vehicle permanently (this is the current way), and also a way to temporarily affect the vehicle. A method should be added (or the current overloaded) so that an effect has a time limit. A queue of effects need to be stored in the Vehicle along with the time they go away, and the update method should maintain this queue and unapply the effects as they dissapear. | ||||
| Network Utility Design, Second Stage | SF | It seems that packets have already been designed, and can read and write themselves to buffers. Now the objects need a read/write method to read packets of their type, and write to packets of their type. These methods should be called "readPacket" and "writePacket" | ||||
| Powerups, not including Status | ST | The Entity->StillEntity->PowerUp framework has been created. Someone needs to examine this framework to make sure it is complete, then create a basic powerup which affects a tank, either permanently or for a time. The proper doCollision methods need to be checked to see if they are created. When a PowerUp collides with a Vehicle, it should affect it. The draw method for this specific powerup needs to be implemented. | ||||
| Examing DrawableData capabilities | Andy | Someone needs to examine to see if the current DrawableData and Drawable class are advanced enough to support what we need it to. It is working currently for the tanks and their models, but what about other things that don't use models to draw? | ||||
| Design and Develop front-end GUI | JH | We need to decide what is going to go into the GUI (probably at a meeting). Then someone needs to design the structure and layout of the GUI, and learn MASkinG, then implement the front-end GUI. | ||||
| Dual Control Scheme | noone | We want the controls to act a little differently between the two schemes. We need to look into what needs to be changed, if anything, and do it. | ||||
| Name | Assigned To | Completed | Priority | Start By | Finish By | Description |
|---|---|---|---|---|---|---|
| MASkinG Skin | Someone needs to research how the MASkinG skins work, and then develop a generic skin that we can use for our game. | |||||
| Basic Weapon designs and graphics | We need designs for the basic weapons. From what I remember, each tank had its own basic weapon built into it, and it has 3 levels of that weapon, which can be upgraded by a powerup. | |||||
| Basic Weapon Sounds | We need some sounds for the basic weapons. | |||||
| Title Screen | We need a title screen for the game, which will serve as the background for the GUI. | |||||
| Game Name | We should reconsider the game name, possibly shortening it. | |||||
| Explosion Model | A lame explosion model we can use for now to "expand" when a tank dies. Hopefully we can have tanks parts in the future. | |||||
| Crater billboard | When stuff explodes on the ground or on a building, it should leave a scorch mark if possible. We need a texture to do this, so that we can draw a "crater" onto a quad. It will need an alpha channel so that it blends well with the target wall/floor. | |||||