A TON of new work was done throughout these last two weeks. We had a few meetings and realized we weren't in too good of shape and had a lot of catch up to do. And I am hopeful that that is what we did. A lot of our mechanics had basic framework done but either didn't work or had a ton of bugs to fix. Bugs. Bugs. And bugs. I think the majority of the programming team's time was on fixing bugs. Honestly, I think we might have to set some guidelines or do something because we seem to have a routine of adding code into the game that we know either doesn't work, has a lot of bugs, or without testing. These last two weeks I spent the majority of my time trying to get the capturing system down on both server and client. This includes UI work, adding the monoliths and alter, creating and setting destructible meshes, and more. Holy crap did this take a lot of work. Unfortunately, I was unable to get the whole system working. NETWORKING IS TERRIBLE. The other time was spent on the dragon projectile(for combat and destruction of monoliths) and bug fixes. Pros:
Got A LOT of stuff done. The logic is done for capturing, destroying, recapturing islands. Lots of bug fixes. Cons: Networking is our biggest enemy. Lots more bugs. Habit of pushing bad code into projects, leading to more time on bug fixing. Lots of little bugs/code we didn't fix because of time constraints. The team can be a little hostile at times. HOURS WORKED: 40 HOURS
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