Sunday, February 4, 2018

Corwin Belser | PPJ Week 4: Ability Rush


WEEKLY NARRATIVE

This week saw the first test of our programming team's workflow.  I created Trello cards for each of the tasks for this week, populating the description with as much as I could to make our programmer's lives easier.  Once they were assigned we all began working through our tasks.

We ran into issues this week around requirements and communication.  The abilities the design team wanted didn't have all the information on how they should be implemented.  When I reached out to them, I got different answers from each person.  This was brought up during our Friday meeting, and we have a workflow going forward.  This delay did mean that the abilities for the alpha aren't exactly what the design team wants, but what the programming team coded.  They'll need to be updated next week.

Code reviewing & testing has been going well. Any issues were relayed back to the programmer, and fixed.  One issue going forward is that someone needs to review *my* code, as I am the code reviewer.

The final step for this week was getting everything together for the alpha build.  Each power was created separately, as well as the stamina system, so I had to go in and connect everything together.  The two new tutorial levels that were modeled in Maya also had to be brought into Unity and setup with colliders, navMesh, player, enemies, saferoom, goal, camera, etc... I took this task, completing everything except materials for the rooms.  Hopefully our level designers will be able to pick up this task as they get on Perforce and Unity.

Lastly, I wanted to implement a redesign of how our enemies function in the game.  I created a component-based system with each behaviour as a script deriving from an EnemyBehaviour class.  Each behaviour has a priority in the inspector for the level designer to utilize.  During runtime, the enemy will run through each behaviour based on priority.  I'd like to have my programming team look and critique my system, and once reviewed, we'll have a very straightforward way of creating new behaviours for our enemies, or creating enemies with different combinations of behaviours!


CONTENT WITH HOURS

  • Meetings (2 hours)
  • Created and assigned Trello cards for all tasks (1.5 hours)
  • Broke enemy code into a component based system (5 hours)
    • Chasing player
    • Patrolling
    • Taking a memento to a nest
    • Tracking a memento pulse
  • Implemented footprint trail mechanic (4 hours)
    • Initial implementation (2 hours)
    • Changes requested by design team (1 hour)
    • Testing (1 hour)
  • Connected stamina system to all player abilities (2 hour)
  • Code Review (3 hours)
  • Set up spectral wall level in Unity (1 hour)
  • Set up footprint trail level in Unity (1 hour)
  • Miscellaneous: (2 hours)
    • Fixed bug around the disabled pulse timer
    • Removed memento pulse and pulse timer levels from the build
    • Added visual to Screenie's personal bubble as requested by design team
    • Added keyboard button for triggering footprint trail


POSITIVE OUTCOMES

  • The programming workflow worked very well!
  • Code reviewing is catching the small stuff before we get to testing
  • We're almost ready for the better enemy implementation

NEGATIVE OUTCOMES


  • I'm assigning myself a lot of things instead of utilizing the team of programmers
  • Communication hiccups delayed a lot of things


NEXT TASKS


  • Get all level design team's adjustments to mechanics assigned and completed
  • Get requirements for the new enemy type
  • Test and get critique on the new enemy behaviour system
  • Start the program team working on some future features (saving the game, loading and de-loading rooms)


TOTAL HOURS LOGGED THIS WEEK: 21.5 hours

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