PhaseShifter issueshttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues2019-09-19T14:17:11Zhttps://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/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/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/15Music2019-09-21T14:39:51ZFlorian OetkeMusicMinimum Viable Producthttps://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/34Optimize Rendering2019-09-21T10:46:52ZKevin BalzOptimize RenderingFlorian OetkeFlorian Oetkehttps://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/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/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/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/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/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/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/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/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 Balz