PhaseShifter issueshttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues2019-09-16T10:17:08Zhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/1Beat-API2019-09-16T10:17:08ZFlorian OetkeBeat-APIBasic API for interaction between beat-detection and gameplay. Basic API for interaction between beat-detection and gameplay. First PlayableFlorian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/2Basic Movement2019-09-16T14:49:48ZFlorian OetkeBasic MovementBasic player and enemy movement (one step every N-beats). Basic player and enemy movement (one step every N-beats). First PlayableFlorian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/23Camera2019-09-17T15:01:14ZFlorian OetkeCameraSimple spring-follow-lookat camera that follows the player. Simple spring-follow-lookat camera that follows the player. First PlayableTim ScheiberTim Scheiberhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/10UI: HUD2019-09-17T16:03:05ZFlorian OetkeUI: HUDLevel-Timer and Beat-Indicator. Level-Timer and Beat-Indicator. First PlayableKevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/3Smooth Movement2019-09-18T13:09:21ZFlorian OetkeSmooth MovementSmooth entity movement by slowing down / speeding up time after each beat. Smooth entity movement by slowing down / speeding up time after each beat. Minimum Viable ProductFlorian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/4Player Attack: Directional2019-09-18T16:18:40ZFlorian OetkePlayer Attack: DirectionalPerform a dash and attack all enemies in the path. Perform a dash and attack all enemies in the path. First PlayableKevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/29Indicate end of song near2019-09-20T08:30:57ZKevin BalzIndicate end of song nearKevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/30Movement System: Trigger beat multiple times2019-09-20T14:18:28ZKevin BalzMovement System: Trigger beat multiple timesFlorian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/5Player Attack: Stationary2019-09-20T14:18:28ZFlorian OetkePlayer Attack: StationaryAttack all nearby enemies without moving (or interact with the level?). Attack all nearby enemies without moving (or interact with the level?). Minimum Viable ProductKevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/6Enemy Movement2019-09-18T12:38:10ZFlorian OetkeEnemy MovementBased on Player-Movement but move based on a predictable pattern. Based on Player-Movement but move based on a predictable pattern. First PlayableTim ScheiberTim Scheiberhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/7Enemy Attack2019-09-20T19:22:05ZFlorian OetkeEnemy AttackSpawn bullets in a simple pattern and at fixed intervals. Spawn bullets in a simple pattern and at fixed intervals. First PlayableTim ScheiberTim Scheiberhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/8Beat-Detection2019-09-19T14:07:34ZFlorian OetkeBeat-DetectionDetect beat of background music and synchronize it with the gameplay. Detect beat of background music and synchronize it with the gameplay. Minimum Viable ProductKevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/9Highlevel Gameplay2019-09-18T10:52:31ZFlorian OetkeHighlevel GameplayWin/Loose Conditions, Level-Timer, Damage on hit/missed-beat (=> Message-Bus). Win/Loose Conditions, Level-Timer, Damage on hit/missed-beat (=> Message-Bus). First PlayableFlorian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/38Assertion fails in ECS-Pool with too many entities2019-09-21T11:40:52ZFlorian OetkeAssertion fails in ECS-Pool with too many entitiesFlorian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/37Enemy Types2019-09-21T21:30:39ZKevin BalzEnemy TypesTim ScheiberTim Scheiberhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/36Level Design2019-09-21T21:30:39ZKevin BalzLevel DesignKevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/11UI: Calibration Screen2019-09-21T20:04:13ZFlorian OetkeUI: Calibration ScreenFirst screen used to calibrate sound/graphic delay/jitter (see Crypt of the Necrodancer). First screen used to calibrate sound/graphic delay/jitter (see Crypt of the Necrodancer). Minimum Viable ProductGeorg SchaeferGeorg Schaeferhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/31Adjust Killable hitboxes2019-09-20T12:32:22ZKevin BalzAdjust Killable hitboxesKevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/39Object-Pool for Particle-Systems2019-09-21T15:38:47ZFlorian OetkeObject-Pool for Particle-SystemsFlorian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/35Lighting2019-09-21T17:39:17ZKevin BalzLightingFlorian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/34Optimize Rendering2019-09-21T10:46:52ZKevin BalzOptimize RenderingFlorian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/33Get Beats for Killing2019-09-20T20:06:23ZKevin BalzGet Beats for KillingKevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/28Particle-Effects2019-09-21T20:01:51ZFlorian OetkeParticle-Effects- [ ] Player spawn
- [ ] Player death
- [ ] Player win
- [ ] Player dash
- [x] Enemy death
- [ ] Bullet trails- [ ] Player spawn
- [ ] Player death
- [ ] Player win
- [ ] Player dash
- [x] Enemy death
- [ ] Bullet trailsFlorian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/12UI: Intro2019-09-23T08:13:13ZFlorian OetkeUI: IntroStart Screen after initial calibration or game over. Next: Game or calibration. Start Screen after initial calibration or game over. Next: Game or calibration. Kevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/13UI: Game-Over2019-09-23T08:13:17ZFlorian OetkeUI: Game-OverGame-Over screen shown after player-death. Next: Intro-Screen. Game-Over screen shown after player-death. Next: Intro-Screen. https://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/15Music2019-09-21T14:39:51ZFlorian OetkeMusicMinimum Viable Producthttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/16Sound-Effects2019-09-20T19:45:20ZFlorian OetkeSound-EffectsPlayer: move, attack, stationary attack, hit, death, spawn | Enemies: move, attack, death. Player: move, attack, stationary attack, hit, death, spawn | Enemies: move, attack, death. Florian OetkeFlorian Oetkehttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/17Models2019-09-21T15:51:21ZFlorian OetkeModelsLevel Tiles (Wände, Start, Ziel), Player, Enemies. Level Tiles (Wände, Start, Ziel), Player, Enemies. https://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/18Animations2019-09-23T08:13:23ZFlorian OetkeAnimationsPlayer: move/attack, stationary attack, hit, death, Enemies: move, attack, death. Player: move/attack, stationary attack, hit, death, Enemies: move, attack, death. Georg SchaeferGeorg Schaeferhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/19Level: Datastructure2019-09-18T09:59:46ZFlorian OetkeLevel: DatastructureSimple tilemap? Simple tilemap? First PlayableGeorg SchaeferGeorg Schaeferhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/20Level: Loading2019-09-19T14:17:11ZFlorian OetkeLevel: LoadingGeorg SchaeferGeorg Schaeferhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/21Level: Rendering2019-09-19T14:17:17ZFlorian OetkeLevel: RenderingMight require custom culling/rendering code based on level size Might require custom culling/rendering code based on level size Minimum Viable ProductGeorg SchaeferGeorg Schaeferhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/22Level: Collision-Detection2019-09-19T14:17:23ZFlorian OetkeLevel: Collision-DetectionFirst PlayableGeorg SchaeferGeorg Schaeferhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/24Camera: Screen-Shake2019-09-21T19:09:59ZFlorian OetkeCamera: Screen-ShakeTim ScheiberTim Scheiberhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/27Enemy: Soldier2019-09-23T08:13:33ZFlorian OetkeEnemy: SoldierMoves in fixed pattern, attacks player if in range. Destroyed when hit by playerMoves in fixed pattern, attacks player if in range. Destroyed when hit by playerhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/32Dash does not always hit2019-09-20T16:06:47ZKevin BalzDash does not always hitKevin BalzKevin Balzhttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues/26Enemy: Turret2019-09-21T07:12:56ZFlorian OetkeEnemy: TurretStationary, looks at player and shoots in fixed intervals. Destroyed when hit by player. Stationary, looks at player and shoots in fixed intervals. Destroyed when hit by player. Minimum Viable ProductTim ScheiberTim Scheiber