Check out http://razedux.name for more information.
\r\nMe and Mikael Groth (Programmer) decided to work in different parts of the game finish feature by feature.
\r\nDue to redesigning the game play in the end of second week we cut the work I had done up until then and the closer we got to the end we the more features we dropped because they didn't bring anything to the game and were mainly in the way (no it doesn't sadden me).
\r\nIn final release I was directly behind includes:
\r\nThe circle collision that optimised overall collision check (on collision it checked again against the space ship mesh).
\r\nThe background objects adding a depth to the space.
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As previous school project me and Albin (programmer) divided the work and I took on the game play.
\r\nIn final release I was directly behind includes:
\r\nThe pathfinding algorithms:
Dijkstra as movement path finding, chosen due to the game's turn based nature. Also used for area of effect.
Best first as known target projectile path collision check.
Added configurable variables via .ini files for all unit types.
\r\nAbility and buff systems, generic way of describing each ability and buff while separate repeating elements.
\r\nAdded each ability.
\r\nAdded sound, animation and game events.