In the past week I did a bunch of cosmetic changes.
I added damage visualization. Each time a monster or a player attacks a number appears over the target showing how much damage the target took. The number shows up right over top of the target and slowly moved up over the course of 2 seconds. After that the number disappears.
To go with the last change I also added a "health bar" over all the monsters. The health bar shows "current health / max health". This lets the player keep track of the damaged monsters.
If the player escapes the world without completing the objectives the monsters health starts to increase. The monsters health increases by 10% increments.
I also fixed minor bugs and issues. The player path was highlighting at the start of the turn but now when a player would use an action point. So changes were made to toggle the path on each action point spent. This was clashing with pass button functionality. The tile under the player would toggle on and off when passing turns. If you pass turns quick enough you could see the action points GUI go down in to negative numbers.
Over all a lot of time went in to debugging and testing the existing functionality.
Tuesday, 29 March 2016
Monday, 28 March 2016
One last step left to get there
Finally finished creating Inventory for user, inventory contains 4 items , sword, armor, and two bows one for increasing users life the other probably for increasing his action point , still on havent decided on that one.It is night before , final presentation and we are looking forward to finish last minor fixes that we had left from previous week.
Sunday, 27 March 2016
Objective Complete (?)
It's been a little over two months since we've started working on this game.
I have added objectives added to the game and they were played in the testing session last week, along with another group member adding AI for the enemies. The game is challenging now, and almost complete. I still need to round out the UI for the game and different world types.
So while objectives in the game are complete, the list of objectives I need to do still goes on.
I have added objectives added to the game and they were played in the testing session last week, along with another group member adding AI for the enemies. The game is challenging now, and almost complete. I still need to round out the UI for the game and different world types.
So while objectives in the game are complete, the list of objectives I need to do still goes on.
Tuesday, 22 March 2016
Almost there ..
Inventory class if finished. We can now store items there .Items are stackable and they don't overlap.There are still small things need to be fixed , however main goal is to make items consumable and be helpful for player in defiting enemy. Overall there are 4 items for enough in inventory .We are thinking about adding more.Right now items are equipment type and usables. Usable help to increase life and action movement of player .Equipment will help in giving more attack power and armor for protection.
Second Play Test
Check the Game out... More features...
https://www.dropbox.com/s/kfvjokqp59y5ex6/Last%20Game%20Test.rar?dl=0
https://www.dropbox.com/s/kfvjokqp59y5ex6/Last%20Game%20Test.rar?dl=0
Monday, 21 March 2016
Summary of past few weeks
I'll describe what I have done in the past few weeks working backwards :)
Past week I have been working on creating a "smarter" AI for the monsters. Currently they are randomly selecting one of the available movement direction. Even if a player is right next to the monster there is a good chance it will walk away from the player instead of attacking. So I worked on creating an AI that will start chasing and attacking the player once the player enters a specific area around the monster. If the player runs away form the monster, aka moves out of the chasing area, the monster will stop chasing the player. In the begging of this week I modified the UI code such that it works on all screen resolutions. The UI code was mode with a static UI so depending what your screen resolution it would render differently, so I made it consistent by using screen percentages.
A week before that I added a mini-map by putting another camera that follows the player, but looks at the player from top down. Added a place holder for the player health. Added a basic AI that allowed the monsters to walk around one square at the time and occasionally attack the player. The AI was straight forward but I need to make sure that all the monsters get to move and get animated. The basic AI was described previously in the blog. Because of AI the game now also has the devision of player and monster turns.
A week before simplified some of the existing code and did bug testing. Made the monsters smaller, so they fit one square simplifying the code for now. Made it possible for the player to kill a monster in one hit. The player was hitting for such a high number that all monsters would die in one hit. Changed the code that was changing the highlighting of the tiles, made sure that the the tiles don't get modified all the time.
A week before that, Added the code for player movement. Hocked up the animations to the player. Made sure the movement is reflected correctly both in UI (player model moving to the correct location visually) and movement was correctly tracked on the board that keeps track of all the tiles on the board an their population. Also fixed the bug with wrong addresses being considered valid.
This is a quick summary of the major changes in the past few weeks.
Past week I have been working on creating a "smarter" AI for the monsters. Currently they are randomly selecting one of the available movement direction. Even if a player is right next to the monster there is a good chance it will walk away from the player instead of attacking. So I worked on creating an AI that will start chasing and attacking the player once the player enters a specific area around the monster. If the player runs away form the monster, aka moves out of the chasing area, the monster will stop chasing the player. In the begging of this week I modified the UI code such that it works on all screen resolutions. The UI code was mode with a static UI so depending what your screen resolution it would render differently, so I made it consistent by using screen percentages.
A week before that I added a mini-map by putting another camera that follows the player, but looks at the player from top down. Added a place holder for the player health. Added a basic AI that allowed the monsters to walk around one square at the time and occasionally attack the player. The AI was straight forward but I need to make sure that all the monsters get to move and get animated. The basic AI was described previously in the blog. Because of AI the game now also has the devision of player and monster turns.
A week before simplified some of the existing code and did bug testing. Made the monsters smaller, so they fit one square simplifying the code for now. Made it possible for the player to kill a monster in one hit. The player was hitting for such a high number that all monsters would die in one hit. Changed the code that was changing the highlighting of the tiles, made sure that the the tiles don't get modified all the time.
A week before that, Added the code for player movement. Hocked up the animations to the player. Made sure the movement is reflected correctly both in UI (player model moving to the correct location visually) and movement was correctly tracked on the board that keeps track of all the tiles on the board an their population. Also fixed the bug with wrong addresses being considered valid.
This is a quick summary of the major changes in the past few weeks.
Saturday, 19 March 2016
Adding Scenery Objects and UI -- Late Blog Post 3
The following week after I learned the basics of Blender (the 3D Modeling tool, that is), I started making scenery objects within our game. The code for scenery objects is similar to enemies, only these objects don't need to move. To make them fully destructible they needed to have a health bar and the player has to be able to attack them. Everything was going great until I came across a big issue.
Once scenery objects are on the board, how can I click on the tiles behind them? Or better yet, what if the player is behind scenery objects? Or Enemies? Or Tiles? I needed to find a way to make the trees and rocks I was creating "invisible" to the player when she/he hovers over them to keep normal gameplay intact.
The trick was using Unity colliders for the scenery objects. Colliders register the mouse hovering over them. Incorporating that knowledge with my idea of transparent scenery, I could turn the scenery objects invisible by altering their material. The problem that came with this was a Collider also blocks the mouse from clicking on anything behind the Collider; I could not click a tile behind a scenery object because the scenery's collider was stealing the mouse input away from the tiles behind it. I had to turn the collider off in order to access the tiles behind, but then that made the tree reappear because the mouse was no longer hovering over the collider! The result, as one could imagine, was a strobe effect of scenery objects (appear, disappear, appear, etc). The flashing was happening 60 times per second! It was a bug that needed to be fixed quickly.
The temporary solution was to buffer the times the scenery objects would appear, disappear and reappear again so as not to have it flashing like crazy.
User Interface (UI) was desperately needed after our first play testing session (one of the major terms of feedback we got). I had enough time this week to also create the simple UI we have now. It still needs work, but for now it shows the health of the player, the action bar, and the start of our objective tracker.
Once scenery objects are on the board, how can I click on the tiles behind them? Or better yet, what if the player is behind scenery objects? Or Enemies? Or Tiles? I needed to find a way to make the trees and rocks I was creating "invisible" to the player when she/he hovers over them to keep normal gameplay intact.
The trick was using Unity colliders for the scenery objects. Colliders register the mouse hovering over them. Incorporating that knowledge with my idea of transparent scenery, I could turn the scenery objects invisible by altering their material. The problem that came with this was a Collider also blocks the mouse from clicking on anything behind the Collider; I could not click a tile behind a scenery object because the scenery's collider was stealing the mouse input away from the tiles behind it. I had to turn the collider off in order to access the tiles behind, but then that made the tree reappear because the mouse was no longer hovering over the collider! The result, as one could imagine, was a strobe effect of scenery objects (appear, disappear, appear, etc). The flashing was happening 60 times per second! It was a bug that needed to be fixed quickly.
The temporary solution was to buffer the times the scenery objects would appear, disappear and reappear again so as not to have it flashing like crazy.
User Interface (UI) was desperately needed after our first play testing session (one of the major terms of feedback we got). I had enough time this week to also create the simple UI we have now. It still needs work, but for now it shows the health of the player, the action bar, and the start of our objective tracker.
Subscribe to:
Posts (Atom)