What consisted of some of the major problems and fixes:

---Progress Report - Week 1

1. Planning and brainstorming of ideas completed. Eight initial ideas were generated
2. After weighing the pros and con
s, our decision was to go along with the real time strategy game
3. Analysis of potential problems and solutions for the game was completed. Problems include the networking and threading components of the program. Some research of multithreaded servers was made.
4. Decided to test networking capabilities through a networked chalkboard program. This chalkboard program just acts as a test to see if our game is realistically possible to complete, because there were initial concerns with the networking of the game.
5. Developed/revised questionnaire, and distributed it to the target audience. Noticed it was difficult to find females who play real-time strategy games, this would bias our data towards males, which is perfectly legitimate because generally the game industry caters towards males.

Next Steps

1. Finish analysis of questionnaire - graphs, pie charts etc. (Josh)
2. Develop HIPO/UML Diagrams - define the labour required to complete project
3. Assign tasks according to group members' strengths and weaknesses.
4. Perform a feasibility study, which consists of a problem definition, in depth problem analysis, recommendations and development plan.

---Progress Report - Week 2

1. Planning generally completed - UML, HIPO, video layout, feasibility study and division of tasks.
2. Researched solution for graphics, networking and full screen.
3. Analysis of potential problems and solutions for the game was revised. Additional problems include free movement of the cursor on the map while other units in game are also moving. Revised goals for the game.
4. Threaded networking was tested successfully. No chalkboard program was required to prove network capabilities.

5. Drew few conclusions from questionnaire as results were much varied.
6. Researched the Graphics2D class. We were disappointed to find out that images cannot be drawn on a real-coordinate system, but rather, the traditional integer-coordinate system. This complicated matters.

Next Steps

1. Pre-plan the algorithms for the unit class.
2. Create menu system, research pre-loading and advanced networking.
3. Continually revise program structure and paradigm.

---Progress Report - Week 3

1. Basic Menu completed - Pre-loading and full screen researched and implemented. Originally, problems were encountered with the function and layout of the game. We considered using different classes (one for each menu item, including the game), but we failed to figure out how to do that. This left us no choice but to have all the menus, including the game function, within one class. The problem was passing Canvas objects between classes.
2. Image class completed. No errors were encountered. Preloading of the images was considered to take as painting images without preloading created awkward and unnecessary painting. We discovered that using a MediaTracker object would preload the images.
3. Because we are using a Canvas to paint all the pictures, we are unable to use a TextField, which is part of the Applet class. We solved this problem by making a separate TypeEvent class, which would listen for keystrokes.
4. Unit class was started - Unit attributes class completed. Unit paradigm completed, few details left to sort.
5. Unit movement sub routines in progress. A rather difficult problem encountered could limit the game realism ->Programming units to be able to avoid obstacles when attempting to reach the desired location will require massively complex algorithms to complete, barring a discarded paradigm that would consume all or almost all system resources. If unsuccessful, all terrain in the game would have to be rendered traversable.
6. Associates contacted to begin Unit sketches, designs and graphics for in game Unit animation.
7. Method which gets the map and it's layers from the harddrive have been successfully made. This method will serve as an interface to gather map information and build a map.

Next Steps

1. Complete movement algorithms
2. Complete Unit class and Unit attributes class

---Progress Report - Week 4

1. Unit class basics completed, Unit attributes refined and defined
2. Basic movement routine completed, advanced object avoiding movement routine pushed back to wish list - efficient algorithms perhaps too difficult to conceive.
3. Network communication/paradigm tested - successful.

Next Steps

1. Create temporary grid system
2. Make map usable
3. Implement Unit class on map

---Progress Report - Week 5

1. We made attempts to create a moving map. Problems were encountered consisting of fluency of frame rate, accuracy, and extreme memory requirements. After optimizations, map is declared useable. The frame rate was decreased to an unnoticeable amount of 30 frames per second. The accuracy in which the map moves relative to where the user clicks still lacks precision and needs to be worked on. The memory required to perform all calculations and paint calls is sufficient for now.
2. Grid system was abolished. Calculations by pixel now implemented. This allows for more flexibility in the movement of the units and them map.
3. Network communication (Messaging) was partially completed. Some minor problems involving paint clashes and keylistening were solved.
4. Unit selection and box surrounding the area where the mouse is dragged was successfully made. Unit AI for moving was successfully completed. Expansion (wishlist) is left open for extra movement capabilities including queuing of destination via vector attributes contained in each unit thread.

Next Steps

1. Implement and make useable networking protocol, which was previously left unfinished.
2. Make mini-map usable
3. Account for Unit restrictions.
4. Implement multiple map layers.
5. Test networked unit control.

---Progress Report - Week 6

1. Attempt at ideal algorithm for map drawing fails due to heavy system and processor loads. Past algorithm is deemed suitable and reliable.
2. Networking communication completed, units are now networked and visible by both parties
3. Box design and actual product construction underway
4. Additional features on the map are set to be implemented in the game
5. Finalizing of program limitations still to be decided

Next Steps

1. Finalize what will be implemented in the game, and what isn't feasible to implement by the time the product deadline is nigh.
2. Make mini-map usable
3. Implement multiple map layers.
4. Finish box design
5. Make game fun and useable by average user


MAIN MENU