- Initial Check in
- Initial Check in
- Classifier detects hand behind head expression
- Initial Check in
- Basic architecture laid out
- Items now fall in response to game engine events
- Level manager working
- Baskets can be dragged and now "catch" the appropriate fruit piece
- Items can drop at different rates
- Created an affect-mediated game engine
- Made dragging action configurable from settings
- Add artwork for baskets, fruits, background, and hot air balloon
- Adjusted for added realism when catching
- New sprites for image catch and image hit ground
- Sound effects for image catch and image hit ground
- End game scenario completed
- Progress bar flash when item collected
- Added keypresses for debugging and manipulating game state
- Secret emotion identifier added
- Increased detection window (to make it less sensitive)
- Abstracted away theme images
- Implemented logger with basic log factors (emotion, level, score, mismatch)
- Made a progress bar at the bottom
- Made a bunch of bananas :)
- Changed max item count to 60
- Adjusted level progression
- Added restart functionality
- Adjusted levels
- Added support for distinguished surprise and fear
- Made sure constant negative emotions do not drop down levels too quickly
- Removed sad face
- Changed out flag for star
- Began score modifications to make catches = 2
- Adorned basket with fruit
- Changed out sound effect
- Added vegetable theme
- Changed to 33345 speed
- Prioritized negativity in affect game engine
- Added analysis project
Checked in by server upgrade
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