Saturday, April 30, 2011

Tech Doc & Progress

I did another diagram in Visio, this time describing the data flow relationships between the two types of computer-controlled fighter systems and the fighting engine itself (below.) I also wrote more on how these two systems work.
Data flow diagram representing the interaction between the fighting engine and the two computer fighter controllers
This week we'll hopefully be starting to implement our designs and realise our concepts. Fun stuff! Of course, we'll be meticulously gluing the tech doc together in the background, too.

More as it comes.

Thursday, April 28, 2011

Animation engine fundaments

I've been implementing the animation engine today in the character modelling program and also working up various parts of the bone animation system as required. There is now a rudimentary keyframe-based animation system that uses Catmull-Rom interpolation. As nothing can be saved or loaded I haven't done much playing around with it with more than two bones but it seems to be working fine. Some time before next week hopefully I can have it saving and loading stuff for a neat demonstration. Optional: tie in sprites too so we can see a character moving rather than just a skeleton.

Diagrams and project plan update

Visio... yay! Ryan and I have worked together on the Visio side of things to create some diagrams for our tech manual. They look pretty snazzy and hopefully they are actually good at conveying architectural design information too. I updated the project plan document to include a "# hours worked per week" row to keep track of workloads. I plan to work more on the Character Editor today.

Context Diagram showing the data flow between subsystems

Sunday, April 24, 2011

Tech Manual Progress

Okay so by now we're really delving into the details of the technical manual. I've written most of my parts so far, including about the game engine, the program architecture and the AI system. The other guys will be working on their designated sections and we will combine it and evaluate it every step of the way. We aim to have a semi-complete (as much complete as is known, to a level of detail that is sufficient) technical manual to present for the preliminary technical manual due date.

Saturday, April 23, 2011

Project Plan

Okay, so now I've started to put together an official "Project Plan" which is basically an in-depth version of the Project Outline (it's based on that.) It details who is doing what on each task. It's still incomplete at this stage but you can see roughly what we have in store for the next couple weeks.

https://sites.google.com/site/tgfcoder/ProjectPlan.pdf

Saturday, April 16, 2011

More on the Character Editor

I've been fairly busy this week, but tonight I've had a few hours to put into our project's Character Editor. While the others have done their part for the user manual (including myself) Ryan is preparing the preliminary user manual and I'm working on the editor. Now in the "Edit Skeleton" mode, bones can be seen and manipulated, through basic tools: transform, rotate, scale, etc., and bones can be added and deleted. Next to do for the editor is implementing the animation engine (which has at its heart the MotionController.) Other changes include slight tweaks and improvements here and there but that's what the SVN log is for :P

Monday, April 11, 2011

The break, and our character editor

We're now officially on our Mid-Session Recess (woohoo!) and this week we're working on the user manual. I've done my part already (although I should help out more since I didn't take the biggest slice of work) so I'm starting to develop our character creator/editor/animator program which as a whole is being named "Modeller"--because a character, including their name, skeletal structure, sprites, animation definitions and etc., are called "Character Models" in this project. This way we can drag and drop these models into our game and have everything ready rather than loading up a skeleton from here, motion data from here, applying sprites from this file, etc., which is just ugly and unnecessary.

Modeller, in its early stages.


So far I've designed a bunch of UI widgets as you can see from the screenshot which are all done entirely in XNA with draw calls (object oriented, of course.) So far there is little functionality but the next step forward will be to make the skeleton editor which allows the user to create the skeletal structure of the character.

The reason I'm creating this editor is to make it infinitely easier for us later to create and customise our characters: no need to create every value by hand. And because we plan on having at least three different characters with different fighting styles and different body structures, a visual editor will make it possible to faithfully recreate the characters movements from our mind's eye.

That it from me for now!