The last two weeks were very productive for finishing/adding features to the game. I got the shooting to the point where it's a complete representation of the mechanic fit for the Alpha build. The health system is also implemented (although only complete enough to show the mechanic in the build). One of the biggest problems I had was making events that worked perfectly on the server work on the client as well. Sometimes I'd get just the server working, other times the client would seem like it worked but not show on the server, vice versa, and more. Looking back near the end of the quarter, despite fixing a lot of our gameplay design, adding networking to the game was a huge challenge. We understood it would be, but it's still impossible to have predicted the amount of time that went in.
Along with the implemented mechanics, I finally fixed a ton of bugs that were in the game. The HUD now works client side and on the dragon, no grappling to yourself or falling while grappling, and lots of other small less noticeable bugs that piled up. Pros: Many bugs fixed Health and Shooting in the game (albeit still buggy) Very productive Cons: Not as many features as I hoped by now Always more bugs Despite being productive when I was on campus, when I was away for the vacation I didn't have access to Unreal. Thankfully my computer just got fixed and it won't be a problem for winter break. Hours Worked: 38
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