Sunday, November 13, 2011

Role Assignment Screen Update


Updated role assignment screen:
Added background
Put textures on up and down arrow buttons
Put in XP system

Need to put in image of each villager role:

Progress Video

Here's a video showing progress of our game:


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:
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.

Notes from meeting

XP System:

Task for this week:

Monday, October 31, 2011

Rescue Demo

Alpha Progress Report

Task Activities Since Design Document Submission:

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.

Attack and Flocking Demo