Wednesday, September 30, 2015

Capstone Week 6 - Sprint Retrospectives and Sprint 2

Today ended Sprint 1. As an individual, I did pretty well this sprint. I completed my feature with Zach and D'Merro. As a company, we did just mediocre on how many features we completed.

- Character Customization: Completed
- Class 1: Not Completed (good amount of work though)
- Class 2: Not Completed (good amount of work though)
- Level: Not Completed (mostly just finding the right numbers and whatnot for voxels)

It's alright that we didn't finish everything this sprint as it is sprint 1, but this next sprint will be focused on completing all of the technical debt we acquired, and adjusting the amount of work we are doing so that we are not overestimating our velocity (look at all that jargon!).


I also completed all of the game loop work today, my feature for the sprint. I will be focusing on polishing it, and potentially working on other things for the rest of the sprint.

Thursday, September 24, 2015

Advanced Design Week 5 - Ventrilo and More Melee

This week I'm going to attempt to set up a vent server for the team. Hopefully it will work, as our team needs something better than Google Hangouts for our meetings (because their capacity is only 10 people). I've never set up a vent server before but it shouldn't be terribly difficult. I'll be attempting that tonight!


I've also been working on reworking the tail attachment, a melee weapon. The rule I had given it conflicted with the main rulebook, which we can not allow!! Blasphemy. I'm thinking the tail attachment should be something like the Imperial Guard servo-arm.

Wednesday, September 23, 2015

Capstone Week 5 - Continuing Character Customization

I continued working on the character customization screen today, and got it done! It allows for 2 players to select their weapon, armor, and terrain mods, it then sends the selected items to the game scene.


The controls in this screen are D-Pad (horizontal and vertical) and the Start Button. The start button is used to "Ready Up". The button down on the the bottom will turn green indicating that player is ready. Once both players are ready, it will transition to the game scene and load the players in.

Thursday, September 17, 2015

Advanced Design Week 4 - Design Work and Learning Lizardmen

This week was a lot about getting pipelines set up and tested for the Mechanics team and learning more about the Lizardmen. I worked with some of the scrum masters on getting Psyberfire cards set up for our team.


Also started work on some mechanics, I'm working on the melee weapons for the Lizardmen.

Wednesday, September 16, 2015

Capstone Week 4 - Character Customization

This week we started working on features as part of Sprint 1. I completed the ability for players to choose what weapons, armor, and terrain modifiers they want to use in the next round (technically no terrain modifiers since none have been made yet).

Switching between items is easy, being controlled entirely by the D-Pad on an Xbox controller.

As designated by the arrows, left and right on the D-Pad switches between different items within a type (weapon, armor, terrain mod).

Up and down on the D-Pad switches what type of item you are choosing.

As items are changed (left and right on D-Pad), their images will be updated at the bottom to show their currently selected items.

The description of the item will also update based on what item is being looked at.




This system is currently set up for 2 players, and can be easily changed or have system set up for 2 additional players (4 players total).

Up next for this feature is setting it up so that all of the items selected in this scene are sent to the actual game scene.

Thursday, September 10, 2015

Advanced Design Week 3 - Pitches and Lizards


Today was pitch day! I presented my idea of an Imperial Guard style race that is heavy infantry with a large focus on artillery and air support (like the American Army in WWII), but it didn't gain much traction since another idea, the Lizardmen, was very popular with the class.

The Lizardmen (an old Warhammer Fantasy race) was our chosen race to pursue for this class. We also assigned roles today, and I chose to be Assistant Mechanics Lead. I didn't want to do much more since I have a lot on my plate right now. I'll be handling most of the Psyberfire work for the Mechanics group.


Wednesday, September 9, 2015

Capstone Week 3 - Split Screen and UI

Week 3! More whitebox stuff today. I finished projectiles, a health UI, and Ryan Frank got some split screen work done, and some other basic things were completed as well. A semi-productive day, we need to pick up speed though to be able to get things done quickly.


The image above is of the health bar I made. As can be seen, it shows the health value in an integer format, but it also shows the health bar (shown as red here but would normally be green). As your health decreases, the bar becomes shorter and also follows a gradient from green to red. At about half health the bar will be orangish color.

Thursday, September 3, 2015

Advanced Design Week 2 - Sick

I was out sick this week. I believe that everyone played more 40k, but with a custom 500 point army that wasn't made by Emil. Not a terrible loss since I know most of the rules of the game already.


Wednesday, September 2, 2015

Capstone Week 2 - GitHub and Whitebox


More GitHub work today! Fixed some .gitignore issues, to make sure the repository wasn't storing temporary files that Unity creates for its own reference, especially since they are regenerated when you open the project up anyways.

The image above is a snapshot of some of the commits to the repository I made on GitHub. It includes some commits that happened after this week, as I put this image in to replace a placeholder one in a later week.

We set up a basic whitebox, with a capsule running around some cubes, with the ability to use a controller to move the character and look around.