Monday, February 19, 2018

Corwin Belser | PPJ Week 6: The Vacation



WEEKLY NARRATIVE

This week was a bit of a test for the team, as I was offline for the entire weekend.  I came back to Discord messages in the hundreds, and I must say, things seem to have gone pretty okay.  There were problems getting the new levels all connected, but communication stayed active between the relevant teams.

I did end up staying up through Sunday night in case the art team ran into any problems and needed programming help, and ended up passing out in the morning.

As far as my tasks for the week, I took on the changes to the enemies, such as displaying some kind of alert when detecting the player before starting to chase, as well as creating a test for the new enemy's code.  There were some new bugs to fix, usually involving raycasts and new objects in the game.


CONTENT WITH HOURS

  • Created and assigned tasks in Trello (1.5 hours)
  • Meetings (2 hours)
  • Screenie alert on player detection (2 hours)
  • Scanning enemy now rotates (2 hours)
  • Created system for scripts to check if Rem is on the ground (1 hour)
  • Bug Fixes: (3 hours)
    • Screenie not detecting player at all (issue with level loading) (2 hours)
    • Screenie not detecting player through doors (1 hour)
  • Code Review (4 hours)

POSITIVE OUTCOMES

  • The team was able to get some pretty big milestones done this week

NEGATIVE OUTCOMES

  • We're still finding big issues way later than we should, like a level being modeled at the wrong scale


NEXT TASKS

  • Now that we have a level loading system, work on getting a Save/Load to allow for resuming a play session
  • Begin more thorough testing now that we are moving away from temporary levels

TOTAL HOURS LOGGED THIS WEEK: 15.5

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