Curtains

Congratulations! After Sprint 5, we now have 2 complete games. Thanks for a great semester, and have a great summer!

Both teams should seriously consider entry into the Independent Games Festival.

Suggested Presentation Format

Just a helpful suggestion to organize your presentation…

  1. Open by showing and talking about your game focusing on ROSS and showing the core game mechanic.
  2. Walk us through the growth of the idea from pitch through prototype through GDD through sprints and TDD/testing.
  3. Talk about the development process and discuss some key technical components of your game in detail.
  4. Talk about testing and play testing
  5. Talk about art direction, design, and implementation
  6. Go over development metrics
  7. End with a discussion about what you learned from this process while demoing the final game again

Mocap Session

Architecture like most have been swamped by the end of the semester, so they said they could not do a mocap demo until this summer. I will keep you all posted to see if you are interested this summer.

Final Gradesheet

GameStudio-FinalGradesheet

Code Review

Code for Review:
1. Electric Bathtub Code
2. Undead Arcade Code

Some email and communication problems, so sorry for the delay. Here are the code segments for review. Most of you will wait until the last minute anyway ;) so 30 hours advanced review is not bad.

Anyway, be prepared to go through this code on Wednesday.

Sprint 4 Requirements

  1. Each team shall work in the BRANCH of the other team’s SVN repository
  2. Consistent with the theme of the game and inspired by the XBOX360 Achievement Point system, create an achievement point display system (name achievement, provide sound, give points, in-animation, out-animation). Should be class file (library better).
  3. Each team member shall encode 1 achievement
  4. Achievement points must be from 1-100 points each
  5. Final games (when reverted back to the original team) shall have a total of 500 achievement points. The changes should be kept in the game and re-incorporated into the TRUNK.
  6. Teams may revalue achievements after reversion (1-100 per achievement).

Model rotation problems?

Is your model rotating around some strange axis and not the center?

To fix…

1) Download Daetox 1.2 Beta
2) Make sure your model in Animeeple is at the floor and origin (right click on model and select “Drop to floor” and “Center at origin”)
3) Export to DAE
4) In Daetox select “Force the Y axis up” in the X section and convert all the way to X.
5) Your model will now work properly!

Daetox-1.2Beta Released

New, faster, better Daetox version now available for chaotic download!

- Now handles files with spaces.
- Better parallel execution.
- Sliders now update with manual numerical input
- Added progress bar
- Numerous speed enhancements

Enjoy!

Animeeple 0.3.17 is BROKEN!

Do not download Animeeple 0.3.17 because it is broken on many levels. This is what you can do.

1. Uninstall Animeeple 0.3.17 if you installed (go in and delete the folder from Program Files as well)
2. Re-install or maintain 0.3.16 (on the AGDD secret chaotic site if you need to re-download)
3. Login to Animeeple website to retrieve models and animations as needed. They have a marketplace on there when you login and you can preview animations and all similar to the app.
4. Load in these assets as external in Animeeple 0.3.16 and all will work just fine. This is the same as how we bring in Quidam characters and external animation (BVH) files.

Animeeple 0.3.17 has problems with TARGA files and COLLADA export. I have posted these issues to Animeeple.

Daetox-1.1 Released

A new version of Daetox (Version 1.1) is out and available on chaos

This version has the following changes:
- Win32 app with no console
- Console messages now write to a single log file
- Frame rate now settable in Daetox and Fbx2X (Defaults to 60 in Daetox and 30 in Fbx2X)

This fixes the frame rate explosion as seen in Irrlicht. 60 FPS is the best setting for most Animeeple produced animations.