Week 4 has flown by, and every day feels the same … so much effort, so much work, yet SO FAR to go.  One thing we have found with this project is that for such a long time, things seem stagnant, but once we put it all together, we can see just how much work has really been done.

Josh continued to put in new objects, and make them interact, such as the first enemy NPC and his table as well as putting in the scoreboard.  Alex, who every day seems to struggle to recall what he was last working on (despite being quite productive), invested his efforts into fixing the interpolation code required to facilitate the deliberate ‘canned’ movement of objects about the stage.  This was essential for us to be able to include the remaining player actions, states and scoring system.  Additionally, Alex put in the first music tracks for the game … I am certain we’ll all be sick of the tune in no time at all, with all the testing we’ll be doing, but it is good to have some sound incorporated.

Christina and I continued working on the states system, improving the swinging and kicking action states.  There are now over 20 player states incoprorated into the game, and another dozen (precanned animations mostly) still to come.  Each state must be finely tuned, to ensure it is only triggered when required, it ends when it is required, and it leads into the next appropriate state when it is finished.  Hopefully those will fall fairly quickly next week since they are all similar in nature, but only time will tell.

This afternoon, all the work done since our last industry board visit (Tuesday) was compiled and released for testing.  No gold stars for those who find bugs, however, since this build was rushed, and we haven’t had time to fix anything since.  Tomorrow, the programmers will be in again, fixing and improvingthe pletora of new bugs unwittingly introduced by merging so much code.  Hopefully by afternoon, it will all be looking polished for uploading for the industry board’s approval.

Colin

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