End of Week 8: planning week

--Originally published at TC3045 – Quality and Software Testing

This week, we decided to postpone the addition of some aesthetical elements, such as the sprites for the player and enemies, and textures for the obstacles. We are planning to implement additional elements to improve the experience of the user and that represents additional challenges for them. What we planned for the next sprint is to add sound effects and different type of obstacles or terrain that affects the normal physics of the player, for example, a type of floor that reduces friction or a type of obstacle that makes the player to bounce.

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“Beyond the Sign is a Frustrated Worker” flickr photo by Alan Levine shared under a Creative Commons (BY) license

However, I failed in the most important thing of this week, I forgot to bring the pizza and my teammates are demanding it like monsters.

Week 8 or 9?: Let’s go for pizza

--Originally published at TC3045 – Quality and Software Testing

The team have finished all issues for this sprint and until now all functional requirements are done. So, for this week, we are going to do some testing and review what we have done to make sure anything is missing.

Once we are sure that there is nothing left to do regarding the gameplay, we can start working on visual and auditive elements for the videogame such as sprites, BGM and sound effects. We are also going for pizza.

End of Week 7: No more things to do, … for now

--Originally published at TC3045 – Quality and Software Testing

This week, I implemented a visual feedback when the player destroys an enemy that shows a “-2” in red where the enemy was indication that your current time is decreased by two seconds.

I used an array to store the position of the enemy, each time an enemy is destroyed, its position and time is saved on this array. Then, if the array is not empty, it will display the “-2” on each position of the array for one second and then removed from the array. If we later add sprites, this code can be easily changed to display a sprite of a clock instead of some text.

Next week, I will not write any posts because there is an event from the university where we have to work on a single project for one week, there will not have classes and homework.

At this moment, the team finished all remaining issues for this sprint; this means that we may have vacations (or pizza) the week after next.

Week 7: Displaying some effects

--Originally published at TC3045 – Quality and Software Testing

Since I have more time this week, its time work in something harder than the previous work. This time, I will implement a death animation for the obstacles when they are destroyed. Actually, this functionality can now be implemented because Arturo worked on the projectile and the death of enemies last week; I just have to make it visually interactive for the user.

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“Time to find some shelter now !!” flickr photo by Thomas shared under a Creative Commons (BY) license

According to the requirements, when an enemy is destroyed the score must increase. And because the score is calculated using the time used to clear a level, then a solution is to decrease the current time by a certain number.

Since this is a special function of gameplay, it must be visible for the user so that he could use it in his strategies to get the maximum score, the idea is to have cases in which is better to spend a little more time destroying an enemy than avoiding it and get to the goal as fast as possible.

To implement this, I think I have to get the position of the destroyed enemy and draw some text in there. After that, maybe I will draw simple effects to simulate the destruction of the enemy.

Week 6: Display Lore

--Originally published at TC3045 – Quality and Software Testing

I lost my imagination to write a good title for this post, so I just wrote the name of the issue assigned to me on GitHub. I have to do another delivery for another class this week so I will start with something simple for the project for the third sprint. as the title says, I have to display the lore of the videogame on the main menu. This is an easy task, I just have to implement another scene and add it to the scene manager, this also includes to add an option to change to that particular scene where the lore will be displayed.

If I have time, I will start with the death animations of the enemies when they are shot by the player. I do not believe to finish this, even if I have time so if you want to know more about it, wait for the post of the next week to read more detailed information about it.

End of Week 5: end of 2nd sprint

--Originally published at TC3045 – Quality and Software Testing

This is the end of week five and the end of the second sprint. Everything went really good because we finished everything we had planned for this week. Arturo and I added another library of p5 to manage scenes to make easier the implementation of different “views” of the videogame, such as a main menu, a leaderboard, etc. With that, I was able to implement with ease the main menu.

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“Dark clouds & Sun rays.” flickr photo by Hefin Owen shared under a Creative Commons (BY) license

The clouds are getting darker, that is because the project is starting to take form, I cannot wait to enjoy the game but not as a developer but as a user.

Week 5: Let’s think a little about the user

--Originally published at TC3045 – Quality and Software Testing

As I said before, this week I am going to implement a simple graphic user interface (GUI) to make it more videogame like; to be more specific, is going to be the main menu of the game. For now, this will contain three buttons but only one of them is going to be working. This button will start the game so the that user could start playing on the first level; the second is planned to show a brief story about theme of the game, about why the fire spirit (the main character, the red square that the user can only use at the moment) want to stop the rain. And the third button will show the global leaderboard.

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“Clouds” flickr photo by edward stojakovic shared under a Creative Commons (BY) license

We are not currently focused on the aesthetic of the project, because this will be another task on the future where we are going to add sprites, maybe some simple textures for the obstacles and walls and make a pretty main menu. Because of this, do not expect a good looking main menu for this sprint, this is actually one of my weakness, I do not know how to make things pretty, that is why I am only going to implement the functionality of the button or just leave it ready so that other team member could add the change of level.

End of Week 4: 2nd level finished

--Originally published at TC3045 – Quality and Software Testing

This week was kind of busy because of partial exams of other courses, but I still finished what I was assigned this week. I just designed another level in JSON format so that Miguel could add it to the database.

Looking at different features being added to the project pieces by piece by other team members are making things kind of exciting. I love this feeling of working on a relative big project and not being stressed by every task I am assigned to.

Week 4: One more level

--Originally published at TC3045 – Quality and Software Testing

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“dark clouds coming” flickr photo by ♦ Peter & Ute Grahlmann ♦ shared under a Creative Commons (BY) license

This post is going to be very small because my assignment for this week is very easy. This week and the next one will be busy since partial exams starts, that is why on this week I will only focus on the design of a second level. If I happen to have more free time than planned, then I will start working on the graphic user interface (GUI); otherwise, I will work on it next week.