These passed 2 weeks were suffering. After meeting with our Adviser last week following our previous presentation, we set up a large amount of milestones to achieve before the Alpha pitch. A crazy amount of time was spent all over the project, adding new feature, fixing bugs, and integrating art assets to try and reach the alpha deadline. Personally, I spent majority of my time on many new features, including fixing timer/win state, working on dragon combat/cross hair aiming, large amount of bug fixing, and integrating both the new environmental art assets and dragon effects/animations into unreal. New Map with Environment: Part of the Dragon BP Pros: More work has been done, art has finally been integrated, networking in better condition, nearly all functionality of dragon and riders in, Island vertical movement integrated, code not fully implemented yet though. Although rough, we have enough functions in to get a good game in for beta.
Cons: Networking is destroying us. Every function we try to add, we must spend another day or two figuring out how to get it to work over the server. Just getting everything to work on both server and client has severely affected our progress, and there is no easy solution to it. I am wholly convinced that if we weren't convinced by the faculty in week 4 to adopt networking and have local multiplayer, we would have nearly all of the functions we cut already. Hours worked over passed 2 weeks: 39 hours
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