Madmartigan:  Problems encountered
 

We encountered many problems during this project, some of which were unrecoverable. Our
ambition was to write a 3-D game with a nice gameplay and AI.  The 3-D graphics rountines,
specificaly raycaster, were difficult to write and debug, but we were happy to get them to
work.  Furthermore, the graphics initally ran very smoothly at over 100 frames a second.
Meanwhile, we got the gameplay and AI functions written, and verified their propper
functioning using code view.  So, with working versions of both the graphics and the
gameplay, we were ready to join them together.  This is where the trouble began.  We soon
discovered that the graphics had been written under one set of assumptions, while the
gameplay was based on other assumptions of the graphics.  Specifically, the graphics needed
to disallow object being to close to the player.  So, many of the move functions needed to be
rewritten.  Also, the player needed to only move a small amout at a time so that the screen
would not be jumpy.  Again, the move functions were rewritten.  As an another example, the
graphics were written under with the world defined in cartesian coordinates while the
gameplay was written another way.  In the end, we had spent many hours building a working
interface between the graphics and the the gameplay.  This drascitally cut down the speed of
the game, and we were forced to sacrifice many of our other goals for the game (i.e. moving
computer players).  Finally, somewhere during the process of rewriting code, we lost many
features of the graphics.  For instance, we originally were able to draw the a player's true
outline on top of the background (this is shown in our screen shot).  But, we later had to
scrap that to get the game to work.  The same goes for all of our networking code.

In conclusion, we worked really hard on getting the 3-D graphics to work, but they severely
degraded much of the rest of the game.  We attribute much of this to poor inital planning and
small amounts of sleep.