doc/kishna.tex
changeset 340 7cbd6395038f
parent 333 50ec1ab32d2d
child 344 a1ac08c37f0f
--- a/doc/kishna.tex	Tue Dec 09 01:07:51 2008 +0000
+++ b/doc/kishna.tex	Tue Dec 09 01:30:46 2008 +0000
@@ -185,14 +185,37 @@
 % TODO: something network related?
 
 \section{Known bugs}
-A lots of them (or maybe not).
+\begin{enumerate}
+\item If player dies while rope is attached the rope will still be
+  attached when the player spawns.
+\item Collisions with the terrain are only tested for the edgepoints
+  of the polygon.
+\end{enumerate}
 
 \section{Tasks sharing and schedule}
-Hectic ass hell. Communication worked pretty well but we weren't as systematic
-as we should have been.
+We could have followed the schedule a lot better. Now we basically
+forgot the whole schedule and did things always when we had some spare
+time. And still we were late of the schedule. The good thing was that
+almost always all team members were doing things at the same time and
+communicating, either we were at the same place or everyone was on
+IRC.
+
+Tasks sharing worked pretty much as planned. Tero did all the network
+code and everyone else did everything that had something to do with
+physics and graphics. Most of our eye candy is done by Marko who was
+the responsible person for graphics. Marko, Eric and Atle made
+basically everything physics related. Most of the time every team
+member was working together so most of the code has been written as is
+as a result of a common agreement.
+
+We feel that the workload was shared quite even. % Or does someone disagree with this?
 
 \section{Differences to the original plan}
-The plan was loose enough to let us make decisions during development. 
+The original plan was quite loose and it let us make decisions during
+development, which was a good thing. The basic structure of the
+program is pretty much as the one we thought about while
+planning. Though, many parts of the game have many levels of
+abstraction (of course).
 
 % References
 \begin{thebibliography}{99}