PhaseShifter issueshttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues2019-09-23T08:13:33Zhttps://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/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/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/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/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/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/24Camera: Screen-Shake2019-09-21T19:09:59ZFlorian OetkeCamera: Screen-ShakeTim ScheiberTim Scheiberhttps://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/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/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/15Music2019-09-21T14:39:51ZFlorian OetkeMusicMinimum Viable Producthttps://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/34Optimize Rendering2019-09-21T10:46:52ZKevin BalzOptimize RenderingFlorian OetkeFlorian Oetkehttps://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 Scheiberhttps://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/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/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/32Dash does not always hit2019-09-20T16:06:47ZKevin BalzDash does not always hitKevin BalzKevin Balz