2/11/2018 - 10:32am |
Linked unity project assets and folders to github and set up main project scenes. |
2/11/2018 - 12:12pm |
Imported assets for SteamVR and setup terrain scene that the player will be standing on. Also planned out an area to put ships. |
2/11/2018 - 12:18pm |
Added camera rig and steamVR interactions script to Board scene. |
2/11/2018 - 2:33pm |
Created board with 100 nodes and added colliders that recognize when objects are within their collision boxes. These will be used to link ships to the board and store information about the game state. |
2/11/2018 - 4:01pm |
Coded two C# scripts, one for the board and another for the nodes. The board script auto populates a list containing GameObject of type Node. The class has mutator and accessor functions for both itself and the nodes. The node class contains a boolean that tracks if it is hit or not and a GameObject that changes its appearance to display the ship on the board. |
2/11/2018 - 5:07pm |
Added snap to node function and added some grab/physics interactions to the controller and objects |
2/11/2018 - 7:21pm |
Made the controllers have colliders so they can pick up objects. Also added joint functionality between objects when certain collider intersect with one another. When this event happens, a joint is created between the two objects and only a force > 5000 can break it. |
2/12/2018 - 1:00am |
Added instant board snapping (fixed the delay between controller release and object snapping to board) |
2/12/2018 - 4:07am |
Added integration with Ryan’s ship creation class, currently working on putting all the separate pieces (I.E the game board, display board, and script backend) together. |
2/18/2018 - 10:10pm |
Created a format file for git commit message that allow me to specify a header and subject body with optional issue ticket close as suggested from assigned git commit message writing reading (https://chris.beams.io/posts/git-commit/). Also updated readme to make the commit message more standardized and give credit to the author who inspired us to take on that style. |
2/19/2018 - 12:15am |
Finished refactoring a majority of the initial code batch. A large majority of functions are now significantly shorter and use helper functions to make the intent of the function much clearer. |
2/19/2018 - 12:37am |
Finished recording a VR demo video for rough draft demonstration in class tomorrow. We figured it would be more efficient to do that instead of bringing in the entire VR system and gaming tower. |
2/20/2018 - 5:58pm |
Created an exploding block used to start the game once all ship pieces are present on the board. |
2/20/2018 - 6:43pm |
Fixed a large chunk of errors being thrown during game execution by wrapping effected areas in try catch blocks and adding conditions that do not trigger unless a specific object is colliding with a node, the board, etc. |
2/21/2018 - 12:30pm |
Implemented functional random AI that sets ships, recolors hit nodes on placement board, and cleaned up a few |
2/22/2018 - 1:12am |
Fixed bugs discovered in AI that interferred with boolean setting that should be handled by the ship constructor class. |
2/23/2018 - 8:04pm |
Made the board more square and added labeling coordinates. Scaled ship models and moved nodes to fit the new board size. |
2/23/2018 - 9:15pm |
Created new start block material telling user to break it to begin game and adjusted the boards to fit the VR play scene a bit nicer. |
2/23/2018 - 9:41pm |
Added shifting to the placement board after the game starts so it isn't in the user's way when they are playing against the AI. |
2/24/2018 - 11:30am to 3:00pm |
- Setup Derelict at CEM open house top floor of the ELIF building. Tons of kids tried out our game and we recieved a lot of great feedback on how to improve usability and gameplay. |
2/24/2018 - 11:27pm |
Implemented a hover floor so pieces bob up and down near the player to prevent users having to bend down to pick up pieces (originally really hard and buggy because of oculus sensor range). Also prototyped similar hover walls that will eventually shoot ships and objects thrown off the edge back into the play scene so they pieces aren't lost forever. |
2/27/2018 - 8:00pm |
Began setting up VR system in 104 for presentation tomorrow and started testing new smart AI features. |
2/27/2018 - 9:35pm |
Ironed out some AI bugs by partner programming with Ryan, shot coloring works but there is some buggy interaction that resets the entire board for both sides randomly while placing shot pieces |
2/27/2018 - 10:30pm |
Police officer just kicked us out of Chapman, storing the VR stuff in 205 for the night :) |
2/28/2018 - 12:07pm |
Performing some last minute bug fixes with board reset error discovered yesterday. |
2/28/2018 - 2:10pm |
Fixed board reset error! We believe it was a combination of explosion particles interacting with the nodes and board, causing the game to lag uncontrollably hard and reset the node states. We also edited some AI features that make it impossible for it to mark a node that a ship is on to a miss state. Ultimantly this improves program performance and rigidity. |