CIS 568 Game Design Practicum: Army of the Ronin
Wednesday, December 14, 2011
Tuesday, December 13, 2011
Sunday, December 11, 2011
Saturday, November 26, 2011
Friday, November 18, 2011
Progress Report
Task Activities Since Alpha:
Hero controls redone to be mouse controlled (rpg/rts style)
New proximity detection system using triggers for flocking and combat behavior
Redone melee combat system to work significantly better + be flexible enough for all
melee unit types
Improved flocking movement and behavior for existing units
New flocking behavior primitive behaviors and variables added to allow for creation of
reasonable behavior for current and future unit types
Improved art and visual feedback for combat
Improved art and visual feedback for villager rescue mechanics
Improved animations and art for units
Improved art for game world
Improved art for villager role assignment screen
Improved villager and enemy spawning
Improved XP and leveling system
Partially completed ranged combat system
Better visual feedback for end of day time running out
Task Activities Next Two Weeks:
Finish ranged combat
Morale system
Add art and any remaining extra code for more unit types
Save/Checkpoint system
Improve/add art for game world and menus
Work Plan Tasks Completed to Date:
Core unit setup
Hero movement controls (redone for mouse control)
Investigate flocking AI and behavior trees framework
Improved gameplay screen
Redone hero combat
Villager role assignment screen
Enemy spawning
Flocking AI + flocking commands
Rescue mechanics
Leveling/XP system
Improved art and visual feedback for multiple systems (see above)Problem Areas:
Ended up largely redoing a several systems after alpha following feedback and issues
with current systems (see below).
The unity physics engine apparently combines children colliders to the parent to allow for
complex colliders built out of primitive colliders. Unfortunately, when attempting to use
a child collider as a trigger for things like proximity detection or weapon hit detection,
these colliders were then getting included with the parent collider for trigger enter
messages. This lead to some complications and rewrites for the proximity detection and
melee combat systems to accommodate this fact
Thursday, November 17, 2011
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