Saturday, January 27, 2007

Code and Coder...

We've been working hard on getting the code up first. We basically classed our code development in several stages:
  • Assimilator code - we're coding it as a model entity, and we're going to work with the two attachment defined by my brother on the model. The first attachment called "input", is where the Loot is brought back to. I will code a Traceline that is generated from the attachment and when it crosses path with the Loot it will trigger the necessary events, which leads up to the "upchucking" of the reward from the other attachment called "output". Obviously the Assimilator has to run a few more lines of code, where it checks to see if the Loot is in fact on the list, and if yes, tell the list to cross out the Loot from the Scavenger List. Finally, it should chose the reward according to some guidelines as well as give the player points.
  • Scavenger List- not yet started, this will be also generated at the start of each round and contain a list of Loot that the players need to search for. It would need to search for every Loot in the level, and report the model back to the list. We have to also build a Scavenger List VGUI that can be called up by the player anytime during the game.
  • Team Menu - Already up and running, needs to be beautified a little more, as well as fix the Auto Join Crash.
  • Round and Timer -The timer needs to be built also, which will be displayed on the HUD on the top center or top right of the screen. It will countdown, from 2 minutes indicating seconds as well. When the counter reaches zero, the round ends. This triggers the round resetting tool to reset the Loot, but keep certain entities in place.
Easier said, than done, but this entry was to show how we divided up our coding tasks into smaller manageable groups.

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