# HG changeset patch # User saiam # Date 1228786246 0 # Node ID 7cbd6395038f2f82803db59c5018f2a5ede0d169 # Parent c8f45891b8d0c7b5740059d6d35c015c16c5b9b1 Something to the doc. diff -r c8f45891b8d0 -r 7cbd6395038f doc/kishna.tex --- 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}