So far, we have completed the framework for the final game and have implemented critical features such as graphics rendering, random terrain generation, and user interaction with the environment. We have also added multiple features to reduce the stress load on the computer and allow for optimal performance on a variety of systems. The game is currently in a semi-playable state, as the user can explore, create, and destroy, though it lacks the polishing and additional content needed to deem it complete.
Collectively, we have most enjoyed the collaboration and problem solving necessary to mesh together all aspects of the game. While we each have our specialities in the code, we often find ourselves working together to solve a particularly difficult problem or optimize various features. It is very rewarding to see what each person brings to the table and can offer to better the game. Collaboration has worked very well for us throughout the project, and we credit the program "Floobits" for making it a success. Floobits allows for each of us to simultaneously edit and view the code in real time, and it has worked in conjunction with programs like FaceTime and Skype to allow us to remotely collaborate. The entire development process has been fairly smooth, though we have encountered our share of challenges. Setting up our IDE to work with Floobits and the JDK was a long, arduous process, and we have encountered numerous bugs with graphics rendering which temporarily slowed progress. As it stands today, the framework for the game is complete and the game is semi-playable. To take the game to its final state, we seek to add multiple features which significantly bolster the user experience. We aim to greatly expand the map size, add unique biomes, add more blocks, add AI mobiles, and create a pleasant user interface. As of now, we hope to acquire better computers which (preferably) have a dedicated graphics processing unit in order to smoothly run the game. We have been using laptops with integrated graphics which limit our rendering abilities and the complexity of our game models. While the programming process has been doable on these computers, a better computer would allow us to speed up progress. The remainder of our project can be divided into phases which we aim to complete by the May deadline of the final project. Phase 1 will be completed by the end of winter break and will include map expansion and player movement with environmental collisions. We aim to have player movement and environmental collisions completed by the end of Thanksgiving break and spend the rest of the time working on map expansion, as it will require a semi-restructuring of the code. Phase 2 will last from the end of winter break through spring break and will largely focus on making the game more enjoyable. This will include the addition of multiple unique biomes with new blocks, AI mobiles, and a simplified inventory system. Phase 3 will last from the end of spring break through the end of the the school year, and will focus on polishing the game and making final modifications to features. Given the time, we also hope to make the game more accessible to users on different systems. We look forward to the end of the year when the game will be completed--polished and fully-playable--and will be fully released to the Severn Community.
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AuthorThese blogs are written by the Fellows: Ben Berlin, Sam Bruce, and Robert Dubinski. We are a group of seniors at Severn School in Severna Park, MD, who are highly interested in programming and game design. After completing AP Computer Science A, we wanted to delve deeper into the world of computer science and we are very fortunate to have been granted this opportunity by the Van Eney Severn Fellows Program. Archives
May 2020
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