Monday, May 18, 2015

S2 Week 15 - Part 3, Victory

Portfolio night went great. We got there and started setting up around 3pm. We noticed we still had a few issues to work out, but luckily we actually fixed them in time for the 4:30pm industry people to come in. We had a nice corner spot with a big monitor set up for people to play on.

One of the most annoying bugs of the enemies derping out while attacking you has been fixed. They now follow the player incredibly well, and we even got out the majority of the lag from the game, so you could have hundreds of enemies on screen without noticing the slightest drop in frame rate.

A good amount of people actually stopped by and checked out the game, a few thought it was pretty fun. Overall a good result in my opinion. I'm just happy we got something playable out that was semi-fun to play.


Blog review/peer reviews are going to be even more fun this time around. I plan on making my opinion pretty clear on some members of the team (I know others will be doing the same as well). As bad as it sounds, there are a few people I strongly hope do not come along with us to next semester. We need to have our best foot forward and some people will be dead-weight in our teams current setup.

S2 Week 15 - Part 2, Sluggers

I have got to say, we knocked it out of the ballpark today. It was honestly one of the most fun days of the semester, and no it was not because we were slacking off. It was because we GOT. SHIT. DONE. We had about 80% of the class play testing the game and competing for high scores (which was a lot of the fun). People would test and play, and myself and a couple others would fix those issues/balancing errors and send the build back out. It was great.

We got a new map, oooh pretty picture!

We knocked out about 7 different versions of the build for people to test, so quite the productive day. It was just a cluster-f*** of everything falling into place perfectly (does that make sense? Oh well).

The new map is much better. It is much smaller than the previous one, and it's layout and shape lend to a better play style and experience.

This is all turning out super well for portfolio night on Thursday.

S2 Week 15 - Part 1, The End Times

This week be 2 parts, arr (maybe even 3!!!!). Lots of things to cover.

This week we have portfolio night, so it is really crunch time now. I got my high scores system completely working now. It is in the build, along with ANOTHER sword tweak (although not as big as before).

Lots and lots and lots and lots and lots of playtesting going on. We are all trying to make sure things are balanced properly. Although some people are kinda slacking off at times, some things are still getting done. The game is starting to look pretty good though in my opinion.

Funnily enough this picture is very applicable to me:


Rumors of a new map are floating around, and the armies of Mordor are amassing at the gates.

S2 Week 14 - Breakthrough

I made a breakthrough on the high scores! I now have it to where the player will be able to submit their high score if they win and get a new high score. There are some weird bugs with the loading from save at the moment, but those will be easily fixed (hopefully before next week).

Also fixed some things with the build, one of the major things being the sword got reworked a bit again. It now works better! Yay here's a sword picture:

Lots of bug fixing, and soon there will be new maps implemented.

S2 Week 13 - High Scores

The high score system is proving troublesome... Many silly things to account for when handling this, the script needs to be not destroyed when scenes change, it needs to be loaded up only once when the game starts, it needs to be refreshed whenever they enter the high scores page though, the list goes on.

It's looking pretty good though, I've gotten the general layout of everything setup at least so you can see where each score is going to go.

This should be approximately what it looks like (minus the Pac-Man ghost):


S2 Week 12 - More build things

This week I focused mostly on getting things in the build as well as making other things better, oh the perks of being build master...

We did start a new sprint, my feature is the high scores system. I've got to have it so that when the player wins, it will check if they got a high-score, and if they did, it will ask for their initials. The scores also need to be persistent even if you exit out of the game (so saving them to PlayerPrefs, most likely).

A quick list of things done (not complete or specific necessarily):

  • Improved sword attack, animation, hitbox, etc
  • AI does damage (lots of it too)
  • AI moves better
  • AI won't derp so much when attacking
  • Toci walks better
  • Oh hey Jaguars
Andddd another video!


No music this time too, woot.

S2 Week 11 - Burn Baby Burn

Yayy, this week I got the fire ring ability working. Does damage to everyone in it, has some nice animations courtesy of Geoffrey, and even plays a burning sound! :D

And once again, I have a lovely video! Don't mind the music, I forgot to turn it off again.. Not like it's bad music. I also figured out how to embed the video in the blog post.


As for the build, I put in William's directional animation system for the enemies, so those should look better.

S2 Week 10 - FIRRRRRRREEEEE

This sprint one of the main features I will be working on is the "fire power". Basically just an ability that will hurt enemies when they're in the circle the ability produces. It'll look (something) like this:



This week I added the temple GUI to the build. Still pretty basic and needs some working on to incorporate it with XP system and inventory.

S2 Week 9 Day 1 - End of Sprint 1

So today is "technically" the end of sprint 1. To be quite honest, we were in full on get-everything-done-so-our-burndown-looks-good mode. I had my features done last week, so today I was focusing on getting everybody's stuff they completed into the build.

I managed to get Nevin's inventory system in, along with a few others. Version number incremented to 0.1.0 :)

This post will just be pictures of the current build! Even better, a video! It shows the basic AI at work in a very basic whitebox.

https://youtu.be/-FOA_-Skicw

Excuse any music in the video, I may have forgotten to turn off what I was listening to while recording these...