Today I did a redesign of the Main Menu screen to make it look quite similar to how it will look when the final game is done, minus art. Descriptive text for the currently selected button is displayed at the bottom of the screen, and the buttons were repositioned to where they will be located in the final version of our game.
Tomorrow I am planning to make the Character Selection screen work for Story Mode and get the File Select Screen "working" for the AI training mode. Additionally there will be a group meeting tomorrow since we didn't get around to our meeting agenda during the work meeting today.
Tuesday, 30 August 2011
Friday, 26 August 2011
New Screens Updates
I have begun to work on the UI a bit more during the past few days, and the work amount is only expected to increase once I get assignments from other subjects out of the way. The progress I have made is that I have started to tune up the Character Select Screen and the Title Screen. Soon the Character Select Screen will be very close to its final design, lacking only the final art and containing all necessary functionality.
The main functionality that needs adding to the Character Select Screen is the ability to load an AI to face, and I will need to think carefully about whether having a single class or multiple classes is the best option for the character select screens of different modes, considering that the screens for other modes will have different options to the Quick Fight mode.
The game is progressing along nicely, with Ryan and Vince making a lot of headway on the fighting engine, and Jordan working a lot on the modeler and making sure we are on track. Things are shaping up quite well, though we are a little behind at the moment.
The main functionality that needs adding to the Character Select Screen is the ability to load an AI to face, and I will need to think carefully about whether having a single class or multiple classes is the best option for the character select screens of different modes, considering that the screens for other modes will have different options to the Quick Fight mode.
The game is progressing along nicely, with Ryan and Vince making a lot of headway on the fighting engine, and Jordan working a lot on the modeler and making sure we are on track. Things are shaping up quite well, though we are a little behind at the moment.
Tuesday, 16 August 2011
Tuesday W4 Work Meeting
Today, I worked on new screens (the title screen and post match screen), as well as the credits screen. The screens are fully navigable but are not complete yet since they are still pretty plain. Hopefully in the next week or so the screens will go through dramatic aesthetic improvements.
We also had our weekly work meeting where we checked out all of the work that each of us has done during the past week, and reviewed the project plan and our blogs. Some of the major improvements are that the quick fight battles can now be controlled separately, and Jordan's modeller is coming along very nicely.
More work to come soon!
We also had our weekly work meeting where we checked out all of the work that each of us has done during the past week, and reviewed the project plan and our blogs. Some of the major improvements are that the quick fight battles can now be controlled separately, and Jordan's modeller is coming along very nicely.
More work to come soon!
Sunday, 14 August 2011
Update
It has been a while since I have posted, but meetings have continued and progress is being made on the fighting engine and Jordan's modeller. I have been tasked with the job of fixing up and implementing the menu interfaces of the game, and I am also paying attention to the way the fighting engine works and how it is being implemented.
Now that I am taking CSCI356, I will be gaining valuable experience in XNA that I previously didn't have, which should enable me to become a much stronger asset on our team. This is great, since I have felt as though I haven't been able to contribute as much as I would have liked.
In the coming weeks, I plan to make significant improvements to the currently lackluster menus, to make them as close as possible to what we have planned for them to look like when the project is complete.
Now that I am taking CSCI356, I will be gaining valuable experience in XNA that I previously didn't have, which should enable me to become a much stronger asset on our team. This is great, since I have felt as though I haven't been able to contribute as much as I would have liked.
In the coming weeks, I plan to make significant improvements to the currently lackluster menus, to make them as close as possible to what we have planned for them to look like when the project is complete.
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