Archon weekly logs 10/29 – 11/5

this week was spent in large part building the basic components that our game will be made from.

our architecture is built around a few base classes (abstract and concrete) that are intended to hold the majority of the functionality for our game components. we have a base abstract class myMech that holds as instance variables all the common quantities and functionality shared by the components of our game, and then we have 6 concrete classes representing each type of active game component that we use that inherits from this class. we then instantiate what we call a mech engine in the controller script for the prefabs of each of these components, opening up the functionality held in these classes to the controller.

we also have a state machine class that holds all the relevant state/state transition values for each game component, which instantiates a member of this class. this class also records and stores the current input booleans based on player input, so that they can be exposed to whichever game components require them.

this week, john built this architecture, migrating the components of his prototype assignment over that were applicable. alex migrated the elements of his prototype over that were applicable, including augmenting john’s components to include functionality (such as explosions) that he had in his prototype. alex also built prefabs to handle shots, particle effects and other essential components, including advanced camera functionality allowing for 3rd and 1st person control/viewing. jaron built the gui, including implementing various gui components that will interact with the game components to reflect health, armor, gun cooldowns, etc for the player’s game pieces and for any enemy game pieces that are targetted.

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