Team’s Status Report for 4/18

After our interim demo we met up again to consolidate our next step goals because we were a little ahead of schedule and moved on to integrate the multiplayer aspect of our games. We have 2 daisy seeds which allows us to split up our hardware of 6 pads into 3 pads for each player. There were some set backs in setting up the client server conection and communication while staying true to the latency of the game. Furthermore, on the hardware side I found some optimizations by reducing the size of our hit data packets which allows us to increase the transmission speed without suffering too much packet loss from 128kb to 256kb packages reducing our perceived latency.

Overall, we are on schedule and have the remaining few weeks to debug any problems that arise with our final implementation and we have the last few weeks to touch up on our presentation and continue to test for any hidden bugs.

Some next steps would be more on the software implementation side to be able to make the interactive gameplay more beginner friendly by adding checkpoints and a normalized scorebar to create more incentive to keep combos of hits going.

 

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