tisdag 27 maj 2014

Final week

So, after having spent all weekend in the office, and the monday at home with stomach pains, we're now on the final day of the final week.

In the last few days I've been working on solving some bugs, implementing the camouflage covers, redoing the vision cones (again) so that they are more intelligent, and a few related issues.

In addition to this, I've made some touchups on the camera controls, changing their scrolling speed and adding boundaries so that players no longer can lose the map with the camera.

More than that, I've also worked to fix some bugs (a minor one driving me close to insanity before I gave up).

fredag 9 maj 2014

Day 20

Today was spent trying to figure out why my code for the touchscreen wasn't working, and so far no results. I've followed a guide on dealing with touch input, but it seems not to work when implemented in Unity.
Beyond that, I've also begun looking at printing out a visual grid system to aid players in seeing the individual squares on the game map.

onsdag 7 maj 2014

day 19

I've made it so that the player and the NPCs are better synced in movement. What I did was actually rather simple, as the only edit needed was that I set the NPCs' "readyfornextstep" bool variable to true in the beginning. This means that they wait for the player to move first, which makes the entire movement a lot smoother.

We finally got a android tablet from the university! This means I'll be able to convert our game for the mobile media!
I'll be spending most of my time today trying to get this to work, and if I actually manage that, we'll be pretty much good to go for GGC.

I'm now working on a code class that will allow you to control the game through the touchscreen, rather than requiring a mouse and keyboard to run. It's hard work, not as easy as I hoped.
I've managed to make the player able to move by using touchscreen! All that remains is to make the camera move as well.

tisdag 6 maj 2014

18

Today my work has contained creating a "stop" function to make the player's movement stop at the next queued tile.
After that, I worked on making the vision cone for the NPCs. No, not to make them detect the player, but to make the vision cone visible to the player.
I started off trying to make the vision cone with Gizmos (a type of visual debugging system in Unity) but after a hour I realized that it wasn't especially well suited for our needs, so I re-made the system to use a temporary plane that is printed out, and then deleted once the cone has moved on.
(above is the class for rendering and updating the vision cones)

Day 17 - Alpha

Today was spent debugging issues for the Alpha presentation. We managed to get the game pretty much up and running, and went to the presentation.
After the presentation, the day was called off, and we proceeded to take a long weekend.

torsdag 1 maj 2014

Day 16

Today I've deactivated diagonal movement for the alpha tomorrow, and I've re-written the algorithm that checks if the NPC can see the PC to account for this.
After doing this, I have been working with the implementation of the NPC death state and animation. I created a function called KillAI to perform these tasks, triggering the animation and making the NPC 'dead'.

After this, I've been put to work updating the NPC models to include bows, since the basic enemy we planned to include was the archer enemy.