PhaseShifter issueshttps://gitlab.fsi.hochschule-trier.de/GameDevWeek/sommersemester-2019/cpp/phaseshifter/-/issues2019-09-21T07:12:56Zhttps://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/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/15Music2019-09-21T14:39:51ZFlorian OetkeMusicMinimum Viable Producthttps://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/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/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/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/22Level: Collision-Detection2019-09-19T14:17:23ZFlorian OetkeLevel: Collision-DetectionFirst PlayableGeorg 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/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/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/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/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/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/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/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/40Fade in takes until first beat2019-09-21T15:16:55ZKevin BalzFade in takes until first beathttps://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/38Assertion fails in ECS-Pool with too many entities2019-09-21T11:40:52ZFlorian OetkeAssertion fails in ECS-Pool with too many entitiesFlorian OetkeFlorian Oetke