The past 2 weeks had a good amount of progress on the coding side, although still not as much as we'd like. One big thing we tackled was the discovery of a major game breaking bug in our game, where client side controls were not being replicated over to the server, and the client could not function correctly. This took an entire weekend to solve, but we eventually discovered what the problem was, that basic Unreal Inputs on the client would not be read by the server, and that specific events must be called that would be replicated over to the server must be used. Once this was found, the fix was then applied to all existing dragon and and player functions. On my own programming work, I have gotten some more work done with the AI. While I have not set up AI behavior trees, I have found a work around using Unreal RVO collision avoidance, which after a good amount of time spent experimenting with, I was able to get it so the floating islands AI now see each other, no longer phase through one another, and actually try to move around other islands when they realize their path is blocked Some other minor edits have been done also been done, such as adding a round timer and making it so islands move to the correct position when captured, instead of only partially close to the correct position. I also attempted to implement the Alpha version of our dragon, but was unable to due to my unfamiliarity with Animation retargeting. Sally will try later
Pros: Lots of programming bug fires put out Islands now have smarter AI Can finally move onto more game programming such as Win States, vertical island movement, and Sudden death Cons: Unplanned bug fixing has put us back a few days even more Coding in general is still more behind than I'd like Art is also behind
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