Tuesday, 13 April 2004:
Meeting with Julie Dorsey for preliminary proposal.
Alvaro Gutierrez leaves the team to pursue his own work.
James Clifton Terry decides to join the team.
Wednesday, 14 April 2004:
Drafted new project proposal and allocated responsibilities.
Thursday, 15 April 2004:
Surveyed 3d engines in order to choose an appropriate engine that will satisfy our needs.
Revised website layout and added our current library of documents.
Friday, 16 April 2004:
Made the decision to use OGRE3D for our 3D engine, forgoing networking in favor of more interface features.
Emailed Professor Dorsey with project progress details.
Saturday, 17 April 2004:
Set up version control (CVS) and downloaded various libraries to get source code to compile. We are currently using Eclipse for this purpose.
Learned OGRE3D infrastructure and created our own sample scene on our home machines.
Sunday, 18 April 2004:
Tried to get Ogre3d run on zoo machines. We were unsuccessful because the privilege settings prevent us from installing Direct3d and STLport. Remotely installed .NET on personal machines, which solved the STLport problem. Direct3d was still giving us problems.
Monday, 19 April 2004:
Although we originally thought that the object-oriented aspect of Ogre3d was an advantage, we realized that that made it very difficult to make changes to the engine since we couldn't call any openGL functions directly. Also, we feel that the extra hours of time compiling OGRE3D remotely are just not worth it. We will use Irrlicht, which can run directly on the zoo machines using Visual Studio 6.0.
Downloaded Eclipse onto zoo machines, set up synchronized repository with Irrlicht. Began producing test maps and editing engine code to include stereogram features.
Tuesday, 20 April 2004:
Downloaded and experimented with various map creation tools.
Set up keyboard-based camera changes.
Implemented stereogram pipeline extension to Irrlicht engine. (Only works in OpenGL mode.)
Wednesday, 21 April 2004:
Found appropriate map tools. Started to work on map creation.
Researched camera collision detection in Irrlicht.
Added handicap mode to stereogram view for people who can't see stereograms.
Thursday, 22 April 2004:
Created a simple map with textures, lighting, and our own sky texture.
Created lockable, gravity-free overhead camera view. Now setting up framework for "chase-cam" pseudo-first-person perspective.
Added brightness smoothing to stereogram view. Vertically streaming stereograms are now possible.
Friday, 23 April 2004:
Added player model to our map.
Implemented simple heuristic to eliminate side-by-side identical glyphs while allowing persistent glyph data.
Saturday, 24 April 2004:
Developed a main menu that can be toggled with the escape key, featuring stereogram user options and a frozen camera view in the background.
Sunday, 25 April 2004:
Linked to together map, camera, and stereogram projects into a working demo with multiple camera views and a nifty startup screen.
Monday, 26 April 2004:
Added camera switching between first-person, chase-cam, and overhead views.
Created fade-in fly-in intro sequence and better skybox for city scenarios.
Built complex map structures using constructive solid geometry and curves.
Tuesday, 27 April 2004:
Added additional camera view for the operator.
Added new and improved pavement, a tunnel, and a staircase to our map.
Added dramatic sound effects and music.
Wednesday, 28 April 2004:
Demoed the game for Professor Angluin, Professor Aspnes, Professor Dorsey, and Anthony Di Franco.
Now switching gears and focusing on creating compelling content and storyline.
Watched the original movie for inspiration; took screen shots for stylistic analysis.
Thursday, 29 April 2004:
Began work on a new maze map.
Rewrote camera code to allow more special effects and combat maneuvers.
Friday, 30 April 2004:
Created a drone person that follows the player across the map and tries to shoot him.
Saturday, 1 May 2004:
Improved drone AI with line of sight calculation.
Adjusted map to account for player-drone interaction.
Sunday, 2 May 2004 - Thursday, 6 May 2004:
Team takes a rest to study for finals...
Thursday, 6 May 2004:
Fixed bugs in collision detection.
Rewrote map and developed new plan for scenario involving both indoors and outdoors scenes.
Improved drone AI with "A*" path algorithm.
Friday, 7 May 2004:
Implemented death and projectile collisions with players.
Saturday, 8 May 2004:
Finished player pathing AI.
Added a bullet-time projectile effect.
Sunday, 9 May 2004:
Turned maze map into office map as an indoor scene.
Added features and textures to city map to complete it.
Finished scenario linking with victory and defeat conditions.
Monday, 10 May 2004:
Tuesday, 11 May 2004:
Beta version 0.1 released on the downloads page.