
Progress so far has been architecting the code around working with farseer. The current project detects gamepads and creates a player “tank” if a pad is found. The game takes place in an “Arena” object that is currently, for convenience sized at the screen but can be any arbitrary size. It also handles basic projectile removal while still maintaining collisions. There is player control of physics objects and those controls stay in sync with the game regardless of frame rate, and the basic aspects of the control scheme with dual stick control and right-trigger firing in place. Currently, player on can hit A to spawn things to shoot at for physics testing. I am currently testing masses and trying to figure out the best model for the objects, but it appears to be leaning towards players hovering closely around 1.
Week 5: Camera Control: I need to create a reasonable framing camera that can work as players get further apart.
Week 6: Weapon Implementation: As much of the gameplay revolves around the interaction of weapons, maps cannot be properly designed until this is finalized.
Week 7-8: Arena implementation: The task of player interaction with the arena computationally, as well as the designs of the arenas need to be addressed and implimented
Week 9: Arena refinement: Fine tuning the remaining aspects of the Arena would cover most the remaining dev time. Visual polish would begin to be a driving force.
Week 10->End: Aesthetic polish. make sure that the sounds and visuals are at this point a rewarding experience for the players.