Meeting Minutes - Strange4/RenaEngine GitHub Wiki
Template:
Attendance: <people’s names>
Absent: <people’s names>
Note taker:
Notes:
Action items: <bullet points on what you will do, ideally linked to issues>
Attendance: CanadianMaple-Syrup, YehJordan, Dopyo, JenLys, Marian-Hristov, nicolas-zampieri, SacciadisG, Strange4, lucaieraci, DallaliRim, benjaminsunliu, kcrri
Absent: NONE
Note taker: SacciadisG
Notes:
- The larger project will be split into teams, with each team handling sub-projects that contribute to the overall project.
- Everyone’s team has a requirements documents that should be referred to. Teams will be pretty self-contained and work will be amongst team members. Scope of the work can be found in the project wiki. Naturally, other members can aid the other teams in their workload, under condition that their own team’s workload is complete or blocked.
- Each team will have one person elected to ensure that their team’s documentation/wiki follows project & professor standards.
- Strange4 will set some deadlines moving forward to keep things organized. Soft deadlines for the most part, but stricter deadlines for the MVP of each team’s sub-project (and thus for the MVP of the overall project).
- Two games will be created to test the feasibility of the project. Battleship will be used as a “test game” to test the baselines. However, a larger game will also be made; we haven’t decided what it’ll be yet - preferably we make our own game to encourage the usage of computer science fundamentals in participants’ solutions.
- Meeting with CGD is optional, but very welcomed. Date TBD; likely Oct. 10th.
- Aimed to have setup & prep work done for each team for Iteration 1 done by Monday, October 5th.
- An “Epic 0” will be created for any boilerplate setup.
- Commit rules & formatting standards have been published. Check the discord to ensure that if you co-author substantially, you get your credit.
Action items:
- Split the discord & project workload into teams.
- Communicate amongst sub-teams & create user stories for future workload.
- Create Epic 0 for setup.
Attendance: CanadianMaple-Syrup, YehJordan, Dopyo, JenLys, Strange4, kcrri, Adam (CGD's president and our stakeholder)
Absent: Marian-Hristov, nicolas-zampieri, SacciadisG, lucaieraci, DallaliRim, benjaminsunliu
Note taker: JenLys
Link to meeting recording (1h): https://drive.google.com/file/d/1rNbq-Whj2HDKc0D_fz0x8halgO7g9gyn/view?usp=sharing
Notes:
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If we are working on a big feature, we need to inform Adamin advance such that he can have enough time to review
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In Projects create a Stakeholder Review column: pass any issue regarding a new feature, UI, big change for Adam to review it before it gets merged (no need to add small things, setups etc-- only important stuff for cgd to see)
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Adam will look over our issues and US and tag them "stakeholder approved"
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For the November Release we will code the **BattleShip **game in order to test out our engine.
- When you spawn ships it must be fully on the grid (putting objects on the map)--- make it into a spawn function that can put them on the map
- Ships cannot stack on top of each other (putting objects on the map)
- Shots cannot be fired outside of the grid, can't hit the same place twice, We need to know if it's a hit or a miss
- Need to keep track of the # of ships left in the game (to determine the winner)
- Need to ensure object destruction once hit
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The second game will be the Ship Fish Sea thing with the boats and resources.
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To be better prepared for it, research: Frostpunk, World of Warcraft 3, and Age of Empires
- The game will have 3 unit types the user will interact with: plunder, booze&food, and supplies.
- The player gets plunder whenever they raid a ship
- To build a new ship the user needs to use # of booze&food and # of supplies units (quantities tbd)
- We will have roaming AI ships filled with resources (the 3 unit types) that the users could attack to obtain. The AI roaming ships will vary in size (i.e. one carries more resources than the other)
- Adam approves of the idea and the rest of the info about the game (found under Game Ideas)
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The play testers won't be strict. They will just ensure that the engine works and that the game functions as intended (Release 1 -> BattleShip). Do not focus on the UI and the Music yet
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Adam wants to see a game forming by November. We need to start seeing the engine + the game elements inside as we are working (e.g. you make a 2d tile system--> next you start putting stuff on the map)
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The second game will be more complex as it contains movement. Make sure that all works well for Release 1 to keep going forward
Action items:
- Work on divided tasks
- Create Stakeholder Review Column in Projects
- Research the listed games above (Frostpunk, World of Warcraft 3, and Age of Empires)
- Work on Battleship game to have it ready (no UI/ music-- just logic + seeing the thing work) by NOVEMBER 16