Wednesday, December 14, 2011
Tuesday, December 13, 2011
Sunday, December 11, 2011
Saturday, November 26, 2011
Friday, November 18, 2011
Progress Report
Thursday, November 17, 2011
Sunday, November 13, 2011
Role Assignment Screen Update
Progress Video
We added/improved:
mouse controls so players don't have to switch back and forth b/w keyboard and mouse
hero melee and animation
villager melee and animation
blood splatter xp
rescue mechanic visual feedback
art: models, texture background, plane
game screen boundaries
enemy spawning
Tuesday, November 8, 2011
Some feedback from alpha playtest
Goal to rescue villagers is clear.
Hard to understand the days.
Too many buttons.
Short-term goal is clear. Long-term goal leveling system is vague now.
Control:
Like the control, especially left control attack.
Will be better if there is a shortcut key for issuing commands.
User control is easy to use. Flag placing and changing command to villagers require player to switch between keyboard and mouse: inconvenient.
Intuitive UI:
Stronger UI feedback
Better playing field
Day ends suddenly, would be nice to have a notification( more obvious count down, change in lighting).
Feedback:
Confused on how to rescue villagers.
Hard to tell what villagers are doing.
Things to improve or change:
Add enemies.
From the feedback, we will focus a lot on UI, visual feedback, artwork to improve player experience for the next playtest.
Monday, October 31, 2011
Alpha Progress Report
Week 1:
· Core unit setup (movement, stats, rigid bodies, placeholder art)
· Hero movement controls (to help test above)
· Investigate flocking AI and behavior trees framework
· Basic gameplay screen (camera placement, barriers top and bottom, camera scrolling to follow player)
Week 2:
· Hero combat controls (to test above)
· Villager role assignment screen (basics)
· Basic enemy spawning
· Basic flocking
Week 3:
· Rescue mechanics
· Leveling/XP system
· Improved flocking
· Flocking commands
Activities Planned for Beta 1:
Incomplete tasks:
· Combat system basics for a melee unit (attacking, health, death)
· Ranged combat
Week 4:
· Add more unit types (sword, healer, flag bearer)
· Combat mechanics for more unit types
· Improved flocking AI, rules/behavior for new units
· Morale system
· Add/Improve art
Week 5:
· Add more unit types (crossbow, shield unit, armored)
· Combat mechanics for more unit types
· Improved flocking AI, rules/behavior for new units
· Add/Improve art
Week 6:
· Save/Checkpoint system
· Add additional enemy unit types (giants, Zombie Shogun)
· Combat mechanics for more unit types
· Improved flocking AI, rules/behavior for new units
· Boss fight
· Add/Improve art
Work Plan Tasks Completed to Date:
· All week 1 tasks
· All week 2 tasks
· All week 3 tasks
Problem Areas:
· Had some issues with getting SVN to work
· Combat system is still having some issues as far as correctly detecting attacks.
· Decided to integrate CIS 562 boids style flocking AI rather than the NavMan pathfinding for basic villager/enemy behavior, seemed easier within our time constraints to get the desired behaviors using that.
Sunday, October 30, 2011
Game Play Screen + Villager/Enemy Spawning
Villager + Enemy spawning
Right now, an enemy (red) is spawned at a random location on the right side of the screen when there are less than 20 enemies in the game. New villagers are spawned at the beginning of each day according to the role assignments. We just have general villagers right now (blue) that represent all roles.