Week 8 (1): Decisions decisions

--Originally published at Ce qui est chouette

This past week we worked on generating more ideas and features for the project, oh the struggle of not having a client. And so we’re going to add sound, more types of enemies  and trying to convince Gerardo, our PM, that sprites will simply ruin the experience. Maybe we can’t win every battle, but we’ll surely come out of this victorious.

Week 8 (1): Decisions decisions
Onwards by Juan Castillo on Flickr under a CC License.

– Primo Victoria

Week 8: it’s almost the end.

--Originally published at Ce qui est chouette

This week we’ll be refining the delivery for this friday’s sprint demo. That is finding bugs, and making sure everything works. Because we’re almost all done we’ll have a week-long sprint planning, to see what we can add to the final product that could be finished by the end of the semester.

Week 8: it’s almost the end.
End by Patrick Crowley on Flickr under a CC License.

– An almost . . . guy (?). No I’m a complete guy. So, a guy.

Week 7 (1): Refactored

--Originally published at Ce qui est chouette

This week’s work is done. It wasn’t that much. In reality, it wasn’t any, I just fixed a small bug with the time in that it went to negative numbers if one were to kill that many enemies—we didn’t intend that, so I set a hard limit at 0 seconds.

Week 7 (1): Refactored
Relax by Hamza Butt on Flickr under a CC License.

Apart  from that one thing, I refactored the code, removing unused lines of code and in some cases whole methods. This week was a vacation of some sorts for the  It’s not raining development team, but we’re ready to implement some more interesting stuff, like adding sounds and possibly a level creator.

– Someone with a one week vacation ahead.

Week 7: Issue Shortage

--Originally published at Ce qui est chouette

We’re running out of things to do, and we have to do some thinking on what can be added at this point. This week I’ve just received what I’ll be doing. I’m doing refactoring, checking what is not being used and removing it, adding comments to further explain anything that’s needed, and the like.

Week 7: Issue Shortage
Escasez by Oscar F. Hevia on Flickr under a CC License.

– Give me work.

Week 6 (1): Firepower Delivered

--Originally published at Ce qui est chouette

As of now the player can fire small pellets and will get a time bonus from hitting an enemy with these projectiles. I did this by creating a new p5.play Group for the bullets; each time the player presses one of the firing keys, a new Sprite is created, with a set velocity on the x-axis, and added to the group; the group then checks collisions with walls, to disappear, and with enemies, to remove both elements from the game and reduce the timer/increase the score for the player’s run.

Week 6 (1): Firepower Delivered
firepower… by Hans Splinter on Flickr under a CC License.

The rest of the team worked on: keeping the score saving screen within the P5 canvas, in a retro style four-character toggler; level design aids, to run a custom level within the current game engine.

I will further report on next week’s work once we assign issues across the team.

– Please give me work.

Week 6: Actual firepower.

--Originally published at Ce qui est chouette

OK. This time I’ll deliver on the projectiles. We needed to fix some other stuff before, so I didn’t focus on the projectiles. I’ll develop the collisions regarding these projectiles and how they factor into the score.

Week 6: Actual firepower.
2-1 Cavalry Scouts conduct AT-4 live fire [Image 7 of 10] by DVIDSHUB on Flickr under a CC License.
– Pew Pew.

Week 5 (1): Break a leg.

--Originally published at Ce qui est chouette

This week’s end marked, as well, the ending of the second sprint of It’s not raining. As of now, our game has two levels, and a leaderboard. The main focus of this sprint was having a GUI, and more organized coding. We achieved both with the help of one of p5‘s recomended libraries called p5.SceneManager developed by Marian Veteanu.

Week 5 (1): Break a leg.
Factory Theatre by Kayla Jane Barrie on Flickr under a CC License.

The aim of this library is to modularize p5‘s sketch into multiple sketches called scenes, this is done in order to have a more organized structure for a p5 sketch, this helps a lot in game development. Before, we abstracted levels into JSONs to deal with multiple levels, but what if we wanted to just show the score, or have a menu, we would have had to forgo all gameplay aspects of our abstracted code to stop the time from ticking, and reset the setup of our sketch to show a whole nother screen. That’s the main issue scenes tackle, different screens that can’t be abstracted into the same blob, scenes proud themselves in being able to abstract these.

Using this library we were able to easily develop a leaderboard and a menu. Now, we’re just hoping Gerardo gets us pizza for behaving and not starting a mutiny. Yet.

– Another scallywag.

Week 5: pew pew

--Originally published at Ce qui est chouette

This week I’ll be starting the implementation of a projectile in It’s not raining, as our flame spirit may require this skill to complete certain levels and for us to make newer levels with this game-mechanic in mind.

Week 5: pew pew
Target Practice by Tuzen on Flickr under a CC License.

I’ll also be making a leaderboard for people to be able to see their scores. On regards to the management of the project, we’ve now kind of adapted to delivering by Sunday and plan on Monday to start development right after planning or on Tuesday.

– Someone taking cover.

Week 4 (1): It’s too cold up here.

--Originally published at Ce qui est chouette

It all started with wanting to store scores, and we did that, but also migrated our database from mLab to MongoDB‘s cloud service Atlas, and let me introduce Mongoose in case you haven’t heard of it, it’s object modeling for MongoDB, you define a Model as a Schema that includes typing and provides an easy query-building interface and validation against these Models. We switched from raw handling MongoDB interactions to using Mongoose’s Schemas. From Mongoose’s documentation page:

Each schema maps to a MongoDB collection and defines the shape of the documents within that collection.

With this new implementation we let Mongoose handle interactions with our MongoDB instance.

Week 4 (1): It’s too cold up here.
Heading South by Putneypics on Flickr under a CC License.

In other news, we have a second level ready and uploaded, and score storing is almost done.

– A duck who’s gone south for the winter.

Week 4: Storing them scores.

--Originally published at Ce qui est chouette

This week in It’s not raining we’ll be focusing on wrapping up the sprint’s milestone, by saving to the database the player’s score. What we’ll be doing is test the integration of the  branches, and playtest to find any bug that may be hiding under a rock.

Week 4: Storing them scores.
Score by Marka on Flickr under a CC License.

– A bug hiding under a rock.