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Journal Entries

Ryan Stonebraker

Time Description
2/11/2018 - 10:32am Started work on project. Setup Unity to work with git version control and created empty scenes.
2/11/2018 - 12:17pm Started setting up the terrain environment and got SteamVR added to game.
2/11/2018 - 2:24pm Nearly complete with the Fog of War addition to cover parts of the scene.
2/11/2018 - 4:01pm Got the Fog of War shader and scene ready for initial Oculus Rift VR testing.
2/11/2018 - 6:12pm Tried to set up the Oculus Rift, but ran into initial problems running the installer due to RAID configuration of hard drives (there is a known bug involving this in the installer). Switched over to testing on the HTC Vive and got a first look into our VR environment.
2/11/2018 - 8:52pm Working on ship controllers so that each ship can check the board to see whether it is alive.
2/11/2018 - 10:59pm Working ship controller that can check the board to see if it has been hit and disappears if all of its “spots” have been hit.
2/12/2018 - 12:59am Ship controller now draws ships to sea in a grid based on their row/col position on the board.
2/12/2018 - 2:13am Added more functionality to ship controller. Positions relative to a Sea Board and depending on piece location, it snaps the orientation of the pieces at 90 degree intervals.
2/12/2018 - 4:07am Began integration of all parts for a first Alpha build of Battleship in VR. Peer programmed the integration.
2/12/2018 - 5:30am Scene set up with both ship controller and board. A bug persists that is causing errors synchronizing them.
2/12/2018 - 1:42pm Fully working Alpha build. Two boards exist that allow you to drop ships on one (creator mode) and attack on the other (game play mode). The only thing left now is to build simple AI player and possible due epics of adding a web based controller.
2/18/2018 - 9:41pm Refactored the ship controller class to make it more readable. Also added another ship to the main testing scene.
2/19/2018 - 2:56am Finished creating a demo video showing off the development on Derelict. Also, collaborated on filling out the README file to have in depth documentation of testing procedures, set up, dependencies, and acknowledgements.
2/23/2018 - 6:34pm Fixed some bugs associated with SeaBoard drawing and worked on various boolean related bug fixes.
2/24/2018 - 12:47am Worked on setting up the scene for a demo with full game play. Also added some objects to scene for visual appeal.
2/24/2018 - 11:56am Made a CEM_DEMO branch to show off at the CEM open house. This build included placing ships back on board for the game to go faster. There is still an issue with a shader preventing building.
2/27/2018 - 6:23pm Implemented an AI that "knows" where every one of the player's pieces are and hits them a specified percentage of the time instead of randomly guessing.
2/27/2018 - 8:49pm Fixed some simple bugs with the new AI and went to Chapman to test room setup before presentation.
2/28/2018 - 2:38pm Got AI (we think?) fully working and fixed several coloring issues associated with it incorrectly choosing miss shots. Also did some strength testing and filtered out unknown objects connecting to nodes on the board. Made a final build that will be used for the demo.

Tristan Van Cise

Time Description
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.