Worklog for dragoniv
Worklog 1
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We thought the early demo in August of just a train running around on
basic terrain would be a piece of cake...and then our design sessions
around track control got out of hand! We're now off making all sorts of pretty drawings that will allow us to get back to Blitz and finish coding our track, train and terrain objects. Ooof--we may not have a functioning demo until September. Dang--if only we didn't have day jobs to worry about! |
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Finished identifying our toolsets, for better or worse: design tools: ArgoUML, MS Visio database: none planned code base: BlitzMax source control: CVS graphic editors: Photoshop, others TBD as needed. office tools: Open Office editors: Edit+, UltraEdit IDE: TBD. We don't much care for the Blitz IDE, and haven't tried out Protean yet. OK, so our tool picking isn't all finished. hehe. Issue tracker: Spreadsheet via Open Office. Misc: UnxUtils (http://unxutils.sourceforge.net/) Use cases are slowly coming along, as are the initial models for the trains, tracks, landscape, etc. Requirements and research is coming along nicely. We still lack the basic forumula used to establish train speed, but are comfortable we can derive it. |
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We have assembled a five person team, covering all the roles we expect to need for the purpose of this project. All but one of us are professional programmers, designers, software engineering or technical managers. We also all have had a passion for games, and decided to remake this classic as our first attempt at a major project. It will be freeware, obviously, and we hope to capture the magic of the original with a few modern tweaks. The team is now in the requirements and early modeling phase, which should wrap up by the end of July. The first prototype will allow for the running of trains on a featureless map--this prototype is due by the end of August. Stay tuned for further news! |