This week I spent time trying out different methods of how exactly anchor points are set during the game. I tried having the anchor point set at the start by the user when tapping the screen and not changing and having the anchor point set whenever the user taps the screen. From user testing, the latter method seemed more user friendly, as the extra flexibility in placing the object seemed to outweigh the accidental screen taps. I also changed and tested various different parameters I coded into the line algorithm (# of corner and end vertices in the line, distance between each point in the line, line width, etc.), in order to see which parameters produced to best formed line. This testing gave me a good idea of the good range of values, but further testing will have to be done with this once the data sent over by the hardware is perfected.
Due to the revamp of the multiplayer aspect, the pure software side I’ve been working on is on schedule. But as a whole, our project is a little behind schedule, only due to some of the data being sent over from the hardware being a little off. No changes to our schedule are happening, we are simply trying to get the hardware data to be completely fine by demo day so we have a functional game.
This week, most of our time will be spent on the final assignments, those being the final report, poster, and video. Other than that, once my teammates are done stabilizing the hardware data sent over to the software, I will further finetune all the separate software parameters in the line algorithm renderer.