Friday, November 28, 2008
Reminiscing
Well I'm proud to say that I found them. All it took was practically a whole day rewriting sections and matching up Adds with Releases.
So now I'm glad to have that mission over with, it's been lingering with me for the past week. I'll even be able to sleep well ... until I find a new mission tomorrow.
Glorious Debugging
cheers,
Paul
Another week finished
Fridayday-dayday
Anyway, today we finally got around to fixing things that have been broken for a very long time. Namely, heap corruptions (the worst of the worst). We've fixed a whole lotta problems, but unfortunately we still haven't found them all.
Its a good thing we decided to stop adding new things and fixing the old ones. If there's one thing people hate, it's a buggy game.
So, assuming we can get all these problems fixed before Monday, we might actually have a semi-working game by the start of next week...
At least I hope so, because I'm getting in some testers on Monday.
Thursday, November 27, 2008
Progress
That's all for today.
cheers,
Paul
Repetition: Lets do it Again!
Our first line of defense is a nifty program called Visual Leak Detector (VLD) which tells you exactly what wasn't released. The only problem is that it doesn't detect heap corruptions, which is currently what our code contains. Even worse is that they only show up on a release build.
The only way to track them down (that I know anyway) is to look through the code line by line until the problem has been found. I must have looked through it a million times by now but there still seems to be problems.
Mmmmmm.... GUI
OK, so there's a bit more to it than that, but that's the basic philosophy.
Wednesday, November 26, 2008
Production
The hardest part at the movement seems to be learning each other’s systems and trying to integrate systems together. With the 2DModel class confusing all, terrifying most and making believers out of Pauls "just hack it" philosophy. We will never turn Paul.
By the end of today we are all tired, and looking forward to a productive day tomorrow.
Array Etiquette
When computers start counting, they tend to prefer our old faithful number zero.
As you can probably see, this has caused a little bit of stress over whether computing arrays should begin at zero or one.
I think my idea of having arrays start at 0.5 was rejected without proper consideration. Surely being the Lead Programmer of a small student game should give me some power on this matter.
Digital Watches are neat
...but seriously, our next deadline is next Friday, where we deliver Milestone 2, in which we will feature all the elements of the game in our submission.
Today we managed to get a (only slightly buggy) version of our code built that featured our core gameplay mechanic (that we had hoped to demonstrate in the 1st Milestone), much to the enjoyment of our team!
We continue work tomorrow, whilst I wrestle with scheduling the myriad of tasks into a manageable and logical sequence that will enable us deliver the project on time and under budget (our budget being zero dollars).
Adieu,
Paul
I Like Turtles
Finally, the wait is over and we can get back to coding. I'm filled with happiness. There's something soothing about sitting down, and coding up some of the ol' if else. Come to think of it, the soothing feeling tends to go away, usually when you realize that your code has to be scrapped because its grown self-aware and turned on the development team...
Anyway,
Maybe its just me, but for a few hours before your code goes to HAL, you are at peace.
The wait
Let's hope that it does get approve so we can get out of this feature freeze and get back to coding... man I love coding. And now with all our functionality fully fleshed out it will be easy coding too, well, I hope so... =P
Oh yeah, and we have a new blame hat now, and because we're in feature freeze, our lead designer was the last one to make a mistake and now he has to wear it until someone can put another bug in our code, which won't be until we are coding again! Hah!
This post has no title
Well, the new schedule has just been sent off for approval. I'm much happier with it this time round, and our design has been set out in greater detail which will make it easier to manage the day to day completion of tasks. The whole team has again raised the level of their output and produced a lot of work today. Still, need to wait to see if it get's approved by our Producer first...
Must...sleep...now...zzz
Paul
Tuesday, November 25, 2008
Brute Force
Fingers crossed that it's enough to get us back up and coding tomorrow.
More Fridgedness
It's the second day of feature freeze here, and things are starting to get stressy. We really have to get the updated project plan finished before the end of the day, because we're already two days behind schedule and we can't afford to lose any more time.
Here's the trouble though: the project plan rules all. We're going to have to abide by it, whether or not its any good. However, the more time we put in here, the less time we're going to have in Production. Conversely, the less time we put in on the project plan, the more problems are going to arise we get back to production again...
We really should have got this nutted out during pre-production, but being our first large-scale team project, we weren't completely sure as to how the whole thing worked. Nevertheless, we stuffed up and now we've got to fix it.
Oh, and remember: take care not to believe in the impossible, otherwise you're likely to find yourself stranded 400 feet above the ground, strapped to a banjo, wearing a Hawaiian shirt.
Monday, November 24, 2008
New and Improved Blame Hat.
The good person in marketing has brought us a new and improved blame hat. Its bright pink, gold full of glitter.
Thank You very much.
Milestone Review
While there's no doubting everyone's committment to the completion of this game, given the limited time frame and the adjusting to working in a team, we've made a few errors in our first Milestone that our tutor pointed out to us during the review today.
We had loads of very useful feedback from our tutor on where we went astray, and we've been busy today re-working our production plan for Milestone 2.
It's the end of a long day! More tomorrow.
Paul
first milestone dramas
only just =S
we learnt heaps, though we did indeed feel the pain!
pre-production is EVERYTHING!
cant stress that fact enough,
So we're back to documenting and designing and planning and scheduling,
to ensure a smoother grind to the next milestone.
Wish us luck!
Breaking it down
On another note, did you know you can type "we require your poor typewriter" by only using the top line of your keyboard (apart from the spacebar, and provided you are using a QWERTY style keyboard).
Begin Phase Two
Today we started the second phase of our project... Actually, let me rephrase that, today we were supposed to start the second phase of our project.
I say 'supposed' because we got frozen... Feature frozen... Because we have to rework the production plan. Not that this is a bad thing, its just a little inconvenient.
So, we've spent the whole day dividing up the remaining classes and assigning them to people, so they suss them out and provide a task list based on their required functionality. Not a fun process, but unfortunately its necessary.
Keeping the Romans at bay,
Ben.
Sunday, November 23, 2008
Just another update
It’s amazing how much work is involved in developing a game with a team. Communication is of the upmost importance if you want to create something decent. Communication can be done in code, something we’re always reminded of on a daily basis yet I forget to do from time to time. One small comment can make a difference. More of these little things and it makes a big difference. So, a tip for the three or so viewers, comment EVERYTHING. It may seem straight forward but there will be times where you’re in a rush to complete something and five seconds worth of a comment may seem like a very long time. However, five seconds there can potentially save your team five hours down the track.
I noticed a comment about the level editor so I thought I’d do a little update. The level editor in its current state is usable, but far from completion. It would be nice to be able to provide the player’s with the ability to mod the game as they wish, as some of the best multiplayer games out at the moment are mods from the public. But I don’t think we’ll have the time to create something that fancy, nor did we intend to build the editor to do so at the moment.
Before I head back, just a reminder, keep the comments/questions rolling. Any input is appreciated, especially when it gives me something to write about.
Cheers
- Andrew