Team Members: Aaron Heishman (heishman.5), Muhammed Gheith (gheith.11), Zihe Wang (wang.14629), Will Lemon (lemon.285), Chih-Hsiang Tseng (tseng.253)
- Run SprintZero1.sln to play the game
-
PlayerOne
- W, A, S, D, Up, Down, Left, Right - Link Movement Controls
- Z - Sword Attack
- X - Equiped Weapon Attack
- B - Change weapon when in inventory screen
- R - Reset the game
- I - Open and Close inventory
- Esc - Pause and Unpause game
-
PlayerTwo
- Dpad and joysticks to move
- X - Sword Attack
- A - Equiped Weapon Attack
- X - Change weapon when in inventory screen
- Y - Open Inventory
- B - Close inventory
- Start - Pause game [have to use keyboard to unpause]
Room screen transitions have not been implemented
Item Selection Menu transitioning down has not been implemented
Rupees are not in the game
Enemies do not drop any loot
Link experiences recoil when shooting the minigun
Enemies follow you when they are not supposed to
Infinite items
Health doesn't properly decrement sometimes
A certain enemy may not take damage at times
Player2's position isn't updated properly when doing a room transition
Code Metrics ran 10/28/2023 Project: SprintZero1 Configuration: Debug Scope: Assembly Maintainability Index: 83 Cyclomatic Complexity: 622 Depth of Inheritance: 2 Class Coupling: 143 Lines of Source code: 4,542 Lines of Executable code: 1,072 During runtime the code analysis shows the game uses about 139mb of memory now
Code Metrics ran 11/13/2023 Project: SprintZero1 Configuration: Debug Scope: Assembly Maintainability Index: 86 Cyclomatic Complexity: 1,091 Depth of Inheritance: 3 Class Coupling: 224 Lines of Source code: 9,307 Lines of Executable code: 2,126 During runtime the code analysis shows the game uses about 181mb of memory, cpu usage was around 1%
This sprint has been a journey to say the least. Throughout all of these sprints and this project, we are always reminded that communication is the single most important factor to a teams success. Although there were noticible improvements to our communication as a whole, it still was not enough to meet the deadline at the end. This sprint went a little smoother since we had a twist on how our tasks needed to be implemented. Team members each had an important task/feature they needed/wanted to implement to the game, and there is less overlap in code there. But still, without constant communication, it was hard to tell how each member was doing on their part until the very last minute.
- Just a note for the graders as suggested by Aaron Post. There's going to be a bunch of Commits from me (Aaron Heishman) that are going to include a bunch of changes made to the repo itself due to how I incorrectly uploaded my Sprint0 source
- All the changes were made to prevent any future conflictions with all of the team members own visual studio settings or to remove my old code that won't be used during the merge with main
- We added suppressions for messages about using "new()" instead of "new Type()"