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Terens Tare
During the first week, our priority was picking a project to work on. We brainstormed several ideas and discussed each of them in depth, from which four of them were decided to be more appropriate. In the end, our team decided to work on a platformer-style game. Further, we discussed the technologies we will use in our project. First, we chose Python as a programming language because of the simple syntax and because most of us were familiar with it. Along with Python, we will use Pygame for handling graphics and user input.
Having chosen our project, it was time to start working on an initial idea of how the game would look & work. I did some research on common game development concepts and how games similar to ours work under the hood. During our meeting, I presented these concepts to the rest of the team, which we discussed and tried to improve upon. Then we looked at design ideas presented by other members of the team, trying to converge to a common design that we all approved and thought to be appropriate.
This week we worked on the specification details of our project. Each of us was trusted with a different part of the specifications to work upon until our meeting. My task was giving a general overview of the project and providing an initial infrastructure of the concepts I researched last week in code. During our meeting, each of us presented their work to the team. After that, we started iterating on these design documents, fixing any possible shortcomings present.
During the fourth week of the project, we continued to work on the documentation. First, I studied the objects that will be part of the game, the components that are used to build them, and the relationships formed between them. Using this knowledge, I built an ERD, which I presented to the rest of the group. Next, me and Arbin were assigned with providing the activity diagrams of our project. We discussed how players could interact with the game and presented two diagrams to the team.
This week we discussed the internals of the game, expanding upon the project overview and diagrams that we had built so far. Then, we started writing some of the views that will be part of the game, including the main menu, settings, and profiles page. I was tasked with building the settings view. To help with writing these views, we worked on implementing a scene management system and a simple stateless Immediate Mode GUI based on the rectcut algorithm.
This week we presented a Work Draft describing our progress so far.