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.