(a)
Crash
FIXED.
Switch to Racer, switch to Spacewar, switch back to Racer, program
crashes while loading a bitmap.
REMOVED REPLICATION TOOL Use replication tool in Racer, then switch to 2D.
Or go into Racer 2D and try to replicate.
(b)
Serious
----Turn
Stereo on, then off, and close Pop and the blue line is still at the bottom
of the screen.
----Wall
textures have a seam between tiles.
----In
Ballworld, enemies are sometimes invisible in 3D?
----In
3D Monster Hallway, if player is moving forward he slides more slowly down
a wall.
----In
3D Monster Hallway, camera can still get on wrong side of wall, face away
from low wall and press Ctrl+Down.
----2D
view of Monster Hallway is no good, wrong point of view.
----2D
view of Racer is no good, walls drawn wrong.
----Arrow
Key controls seem oriented wrong in Racer.
This is a problem relating to the fact that in many of my 3D worlds,
the visual up direction is the Z axis, but in some of my 3D worlds the visual
up direction is the Y axis. I should
either uniformize this or let the world tailor the listener keys to match
the world’s orientation --- so that, for instance, PgUp arrow always jumps
into the air.
FIXED.
Spacewar: Select Critters|Bitmaps, View|3D, Critters|Quake Style Sprites,
and the quake sprites will be white. Somehow
showing bitmaps “ruins” the 3D view for Quake sprites.
FIXED.
In Worms if player is hit a few times he gets subtly tilted (I think) and
his bullets shoot right into the floor and disappear.
FIXED.
3D Defender. If you set Critter|Medium
and then choose a new sprite for the critters, the size setting isn’t remembered.
In fact if you choose Spheres, the critter count increases to about
230.
the
puck without scoring a point. Happens somewhat sporadically. Using File|Motion Smoothness seems to trigger
this behavior, for instance.
FIXED.
In AirHockey, the player next to a goal shudders and the puck can pass through
him.
FIXED.
In 3D Defender, the floor color seems to unpredictably change from light to
dark yellow, except when you use bitmap sprites.
REMOVED
ZAP CONTROL In Worms, using the Zap cursor makes the player get tilted wrong. I think I’ll phase out the Zap control.
FIXED.
The Wall collision algorithm is such that critters, including the player,
sometimes get stuck at a wall corner, particularly at spots were two wall
corners meet. A critter stuck at a
corner can’t be shot.
FIXED.
In 3D Stub, background changes color when running quake characters in wire
frame mode.
(c)
Cosmetic
----Player
bullets are too slow in 2D Stub, if player flies forward, bullets are no faster.
----In
3D Monster Hallway, bullets should die when they hit walls and world borders.
----Resizing
the window or adding a view with Keep Player in View on can distort 2D view.
----If
you switch from a 3D riding the player view to 2D, you ought to go back to
riding the player when you go back to 3D (see Racer).
----In
Ballworld it’s too easy to hang in the air for a long time when you jump.
----In
Ballworld, stomping an enemy doesn’t work quite right, player doesn’t always
bounce, and sometimes it doesn’t work.
----In
3D Space the player is sometimes invisible behind the side walls, especially
if you use View|Keep Player In View.
----Critters
sometimes leak through the walls in DamBuilder, if there’s a crowd of them.
----Motion
Smoothness dialog a little flaky, changing from 5 to 1 and back to 5 makes
speed too fast, maybe it’s one digit off and really 6 is the natural speed.
FIXED
Disable mouse listener option when riding the player, like in 3D Monster Hallway. It can even flip the view upside down. Or, better, make a mouse listener that works
well when riding the player.
FIXED
Need Tool Tips and Status Bar messages for Spheres and Quake sprites.
FIXED.
In 3D Defender if the player bumps the wall repeatedly the world seems to
tremble. Seems mainly to happen when
bumping ceiling. I thought I fixed
by having player use a CLAMP wrap flag, but check ceiling.
Name |
Small Project |
Big Project |
Term Paper |
1:30 Section |
|
|
|
Rakesh Sharma |
Add an information window to the framework. Implement a Hall of Fame file with high
scores. |
Work on automated testing. |
Automated testing of large projects. |
Mark Nguyen |
Improved Listener for use in 3D space. Try constant forward speed, with up/down,
right/left changing direction. |
Make 3D Space into a playable game. Power-ups, different weapons. Minimap. |
Game AI. |
Robert Chou |
Make a combined key and mouse listener that works
well in 3D Monster Hallway. |
Make a Quake clone with levels and AI for the
bots, also include good lighting. |
Game AI, robot rival pathing. |
Lan Dung |
Give 3D Defender player a tractor beam to pick up
coins by clicking on them. Add
shadows on the floor. |
Chasm Racer, a game where you rush down a long 3D
corridor. Terrain generator for
floor. AI opponent. |
Shadow rending in 3D games. |
Steve Licking |
Make a combined key and mouse listener that works
well in 3D. Use quaternions? |
Support the Truform graphics standard as an OpenGL
extension. Or write a
cGraphicsDirectX to support Truform. |
Survey the new graphics effects that can be done
with the latest hardware, whether as OpenGL extensions or as new DirectX
calls. |
Samuel Mauntz |
Combined key / mouse listener that works well in
3D. OR change the Ride the Player
view so you can snap to different positions relative to the player, like
looking sideways. OR put a Boss at end of Ballworld. |
A digging underground game, Doom style. Insect enemies. Give game AI in level design |
Networking of games. |
Nithin Reddy |
Finish Dambuilder, make it a puzzle game about
making water flow at a certain rate. |
An interactive game instruction tutorial that pops
up bubble information as you play. |
Survey of game user interface design. |
Francis Wan |
Upgrade Ballworld, adding obstacles and power ups. |
The Arkanoid game, similar to Breakout. Possibly network a game. |
Networking games. |
Julie Nabong |
Change PickNPop so the peanuts are balloons
floating up from the bottom. |
A realistic golf game. |
Principles of game design. |
Quan Jiang |
Extend Racer or Monster Hallway. Have several rooms. Tools, power ups |
Continue the small project, making the world
bigger. Consider having creatures
evolve by genetic algorithms. |
Artificial life.
Evolving creatures in a game. |
Michael Bieser |
Make a cKeyMap class and give the cListener a
cKeyMap member. That way a listener
for a Z-up world can be used for a Y-up world just by changing the
keymap. Have a dialog to let user
change keymap. |
Network support for the Pop framework. |
Networked multiplayer games. Concurrency issues. |
Rishi Verma |
Make Ballworld a nice Mario clone. |
Have a cAI class to provide intelligence for
critters. |
AI in games. |
3:00 Section |
|
|
|
Guillermo Ruiz-Andrade |
Herd planets into orbiting the sun i n a
particular direction. |
Place walls so that a flock of boids circulates in
a nice fashion |
Collective behavior |
Thai Binh |
Make Racer game a medieval battle game. |
Add a maze to the Racer game. Add listeners for sword fighting. Create Milk Shape cSpriteQuake. |
How do MMORPG work? |
Hamed Ghorbani-Moghaddam |
A Visual Basic script for testing and timing Pop. |
Build up Worms game. Improve collisions. Path
finding. |
A* search and BSP tree. |
Leo Lee |
Defend and Deflect, a 2D game kind of like being
the defender of Star Castle |
Add deformable surfaces (water, mud, cloth) to a
game, maybe Racer. |
Deformable surfaces. |
Wallun Chan |
Tron game, letting critters lay down trails of
walls. AI for opponent? |
3rd Person shooter based in Racer. Random maze, minimap screen. |
Multi-agents (flocks, ant swarms) intelligence. Emergent behavior. |
Alvin Cho |
Horse racing game OR Ballworld improvement |
Boxing game OR an expanded Ballworld with
speech-balloon facility so players can talk. |
Flocking algorithms. Other ways of animating NPCs. |
Lam Nguyen |
Tweak racing game, using waypoints and improved
physics for motion. Flames on back of
cars. |
Add improved lighting tools to the framework:
cMaterial, cLight, cLightingModel.
Make a spooky zombie house. |
Lighting and ray-tracing in 3D games. |
Long Vuong |
Simple tank fighting game. |
Tank war with AI for the enemy tanks. |
AI for games. |
Chao Liang |
Upgrade Spacewar, using different types of
enemies. |
2D game of walking paths and avoiding enemies |
Path planning |