A R M S

Introduction
This is a game demo that is developed by Wong Kai Chaun (KC) and Myself. The purpose is to put our skills and knowledges that we learned from Game Programming into a playable game demo. From the current gaming thrend, FPS (First Person Shooter) is very popular. Therefore, our game will a FPS too.

In a normal FPS game, the gameplay is rather similar - shoot, kill, shoot, kill and more shoots and kills. This is rather boring, so we decided to use a different approach in our game.


Game Developement Blog
20/09/04 Monday : Discuss with KC what type of game to make.
22/09/04 Wednesday : Discuss with KC which game engine to use - Crystal Space, Coldstone, etc.
25/09/04 Saturday : Looking through various game engines in detail.
26/09/04 Sunday : Decided on using Crystal Space (CS). Downloaded the engine and figure out its installation.
27/09/04 Monday : Teach KC how to install CS and show him some basics of CS.
29/09/04 Wednesday : Looking through the tutorials on scene (world) generation. Scene can be loaded through a 'world' file. Using 'Worldcraft v3.3' (Warhammer-current name), to create 3D scenes or models. Worldcraft is a tool that is used to create CounterStrike maps.
01/10/04 Friday : 1st draft scene was created, using map2cs.exe (a conversion program) to convert the map file to a world file that is readable by CS. Finally loading the world file into a template CS program for testing.
02/10/04 Saturday : Modified the scene, adding new rooms and torches along the corridors. Attached light source to these torches.
03/10/04 Sunday : Figured out how to use the particles system plugin. Added flames (particle system) to all torches.
06/10/04 Wednesday : Figured out AWS (alternate window system) that might be used for in-game menu controls.
08/10/04 Friday : Implemented portal detection.
09/10/04 Saturday : Figured out how to incorporate sounds effect. Added sounds to portal detection (ie. player will hear a sound when activating the portal
10/10/04 Sunday : Found a nice background music for the game. Convert the mp3 background music to a wav file. Realise that sound effect can have distance vector in them. (ie sound effect gets softer as player moves away from the source of the sound effect.)
11/10/04 Monday : Added HP and Energy bar in the game without the actual implementation to the gameplay.
13/10/04 Wednesday : Designed a new HP and Energy container. Max HP and Energy storage is 6 each. (may increase to more if wanted)
16/10/04 Saturday : Combining my partners code, implementated the actual HP and Energy system. (ie. HP will decrease when player gotten a hit from enemies. Energy will increase when player uses the 'Hand' to block the enemies' missile.)
17/10/04 Sunday : Added a map overview which will indicate the player location in the map during gameplay.
Added different sound effects for enemies when hit or dead.
Added light ray on the 'Main Stage' when activating portal.
Added some basic animation when 'Boss' appears on 'Main Stage'. (ie spinning of light ray on the 'Main Stage')
Added basic animation when 'Boss' dies. (ie all enemies' bodies raising to the top of the ceiling)