Alpha Week has Passed

It’s time to do a review of how the week has gone. In my last post i presented my three different work aspects and sadly only one has been implemented and even that one is not entirely working as intended.

The implemented feature was the minimap, I implemented it by using a second camera which was placed above the level with an orthographic perspective and limiting the amount of effects it renders. Then projecting this camera onto a render texture which was then implemented into the game canvas as the minimap.
So that’s working and I have spent the reminder of the week to making it intractable so we can move the main camera around the level using the minimap, but the problem has been to connect the different cameras to the image and then shooting a ray into the level to achieve the world position which we want to move the main camera to.
So I will continue working on this after the weekend, I have a few ideas on how to solve this which I intend to present next week when it is working.

I started working on a visual representation of cooldowns and activation time for when a player activates an object but after a few iterations on adding another menu canvas. Alternatively replacing the buttons with a new image and displaying the timer there it was decided I should pause working on this as the artists hasn’t decided on its graphics yet so my time was better spent on continuing working on the minimap instead. So after the weekend  I will sit down with the artists and work out how at least our version one of this features should look and start implementing that.

I did never start working on a how to  display the quest as time just went to fast and the minimap seemed more challenging than i had imagined to implement or at least making it intractable. As of the moment this task doesn’t lie with me as  another program took on a this task so I have to plan with him during next week who shall complete that task and then update our scrum board with this.

Otherwise I have no new facts to present other we had a successful alpha where the jury who graded gave us valuable feedback on aspects which is should be obvious but we had never about. One example is instead of calling our resources ”focus” it should be called ”CPU” since it’s a computer, as well the option to overclock ourselves and computers in-game to gain an extra bonus for a limited time.
Some graphical feedback to reduce the amount of cluster currently within our game and a few redesign tips on objects such as guards with how they should scan for prisoners and how an object behaves when we try to distract the guards.

That’s all for the moment folks, (sorry for the lack of images but due to a project clean up some prefabs has been corrupted and resulting in a black level as models has been replaced and not updated in the prefabs) during next week I will show you images on what I have talked about as well our current game progress.

Have a great weekend!

About David Eliasson

2014  Programming