Peter Eldredge PPJ #4
Bug Fixes - 1 Hour
New Level Framework - 2 Hours
Mission Objectives - 1 Hour
Random Tweaks and Testing - 1 Hour
Playtest Survey Revisions - .5 Hours
Overview
This week was not great productivity wise as I had a lot of other work for classes going on as well as a github disaster for my incubator project that took 5 hours to resolve. Fortunately I was able to get in a decent amount of UI fixes, bug fixes, and a new Level Framework, but this came at the cost of more work on the enemies.
Bug Fixes
There were a variety of gameplay bugs that were notices in testing, such as getting speed from clouds with no heat, and gaining health for defeating enemies twice. Additionally we had a lot of issues with UI not fitting screen sizes, so I reworked the canvases to scale 100% with screen height and a few other tweaks to clean it up. Additionally I added in Abigail's new UI for the main menu and gameplay.
New Level Framework
I replaced the previous level select system with a new, completely data driven design. Basically the LevelManager takes in a list of Levels, which are scriptable objects containing data about a level and how it should be presented. Currently, there are 4 pieces of data each scriptable object takes:
Scene Name (String) - The name of the scene to be loaded.
Type (LevelType Enum) - The type of level it is.
Level Sprite (Sprite) - The sprite to be displayed in the menu.
Level Description (String) - A description of the level.
To visualize, here is the scriptable object:
And here is what it generates in game:
Obviously it needs to be beautified, but for now it is a solid, functional, basis.
Mission Objectives
I added a basic way to set up mission objectives. The mission that is in currently allows you to set the objective to kill all enemies or a certain number of enemies. Its not too exciting because I didn't over engineer it for once.
Random Tweaks and Testing
I worked a bit with Jake to tweak the ship, as well as handled a bunch of minor UI and coding tweaks. Nothing too interesting or of note.
Playtest Survey Revisions
I worked with Jake to update the Player Survey based on the feedback we got last week.
Group Positives
Not too much this week. Normally I say it all came together in the end but that's not really the case this week. There wasn't a ton of improvement across the board, mostly just minor things.
Group Negatives
We didn't have great communication this week, which lead to a lot of people not doing very much and several merge conflicts that needed to be handled. Additionally, individually we didn't get lots done, and waited till the last minute to do most things (which I am also guilty of this week due to circumstances mentioned earlier). Overall, not a great week productivity wise.
Upcoming
Next week I am 100% working on enemy movement, specifically looking into Nav Meshes for flying AI.
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