Archon’s weekly progress logs for 11/12-11/18

our focus this week was to turn our demo into an actual game, implementing fixes and enhancements related to the suggestions we received from our alpha demo as well as expanding functionality to fit our original game vision.


this week we worked on the following :

–finely tuned game architecture – moved as much code from concrete classes to abstract parent class as possible for reusability and centralisation of development.
–implemented multiple attack mechanisms
————- base, special and minion summoning attacks for all mechs and minions now work, including both single shot and aoe damage causing attacks for every mech and minion.
–implemented minion spawning and direct player control, as well as switching POV from mech to various minions and back
–tuned and improved player controls keyboard layout – removed almost all multi-key selection processes (all game processes can be selected with single keystroke except flying)
–tuned movement to be more comfortable for playing (fixed heading issues and slowed things down)
–standardized all mechanisms in code for 1st and 3rd person perspectives for  all mechs – every mech has viable fun 1st and 3rd person perspectives available to play
–implemented gui fixes and enhancements – target box around selected target showing range and target’s health, armor and cooldowns, minion display showing all active minions and their current status.
–implemented a restart mechanism
–implemented and expanded enemy control code – all mechs and minions are available as enemies to the player and his team of mechs and minions and will target the player from afar and work to get to the player through obstacles until he is in range, attacking him when he is, while staying a certain radius back from him so as to not crowd out their allies.

our focus for the coming week is to finish the game, which includes addressing the following outstanding issues:

–finish player targeting mechanism – allow player to target nearest enemy and cycle through further and closer enemys from targeted enemy.
–implement accuracy-based 3rd person combat mechanism based on current target.
–finish player indirect control of mechs – player can broadcast any of 5 commands to every mech and minion under his control – 2 attack commands and 3 movement commands :
——attack my current target, attack your closest target
——stay where you are, come to me, flee
the goal is to finish implementing this functionality in a fun and useful way, where the scope of influence of the player’s commands will be determined by certain in-game decisions the player makes.
–address animation issues – these are related to improperly monitored character state due to incomplete implementation of relevant state machine code.  minor fix.
–finish ground reticle implementation for special attacks and use to accurately present special attacks (aoes) as parabolic (currently implemented as line-of-sight).
–implement some unique skinning for enemy mechs upon their instatiation, to differentiate them from player controlled mechs and minions
–implement gui hud displays and eye candy.

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