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The following is a list of what I did the week before Gotland Game Conference (GGC), and for a bit during GGC.
- I made it so every character in the game starts facing a random direction. It would be better if the characters instead faced a direction that made best sense, but it’s a fast and easy solution, and it’s better than that every character starts facing the same direction.
- I finished the system for saving network messages that are not ready to be received yet, which I had started making the week before as I had mentioned in the previous post.
- I changed so the lightning effect is shown even it doesn’t hit anything so that the players can see that it was used.
- I implemented the feature that a damage multiplier is determinerad by the the initiative card. Lower initiative means higher damage, and higher initiative means lower damage. I also later implemented the icons for this that is shown on the cards.
- I fixed a bug that made the last joining client think that the player of that client was dead, which was caused by not having gotten the data about their player yet.
- I fixed so that the attack animations faced the right direction.
- I implemented the Protector objective. The Protector gains score every turn a player doesn’t take damage, and loses score every turn a player takes damage. The Protector didn’t work well and had a hard time preventing the other players from taking damage. We didn’t have time to try to fix this so the Protector wasn’t included for GGC.
- I made the attacked avatar bar on the server shake when they get hit, and I also made the avatar bar get pulled to the left to show that they are executing their turn.
- I changed so that the turned was executed faster and required less waiting.
- I made an animation so that the objective screen shrinks into the objective button when the objective screen is closed, and the objective screen is enlarged from the objective button when the button is pressed.
- The title and description of the objectives are sent to the clients from the server, but for some unknown reason the title and description was null on the client for the Protector, so as a quick fix, the title and description was set on the clients to be that of the Protector if a null title is received from the server. There was no time for a more proper fix if the protector was to be included for GGC, which it wasn’t anyhow.
- I made destructible entites that gives score to player that destroys it. This wasn’t included for GGC as there wasn’t enough time to play-test it.
- The Sadist gains score from attacking, and loses score for killing. I fixed so that the Sadist didn’t also get score for attacking when killing.
- The fire previously only dealt damage when it was first cast, but that is wrong. I made the fire to also deal damage when a character walks through it and on each new turn that a character stands in it.
- I made the AI see ~10 tiles far, and able to walk ~5 tiles. The AI can make up to two actions in sequence. The actions could be to move towards the nearest player, attack the nearest player, or move in a random direction. If attack was chosen as the first action, then the second action is canceled. The AI previously used an action point system, and always made one action per turn. This was changed as the AI couldn’t attack on the same turn as it moved, which didn’t seem intuitive for the players, it was also changed because the players wasn’t using an action point system anymore, so the AI was changed to behave more like the players.
- I made the blood that appears when taking damage not appear if the attacked character is blocking.
- I made a music always play on the server.
- A change on the server was that I zoomed out the camera, and offset it a bit to the left, so that the characters wouldn’t be covered by the avatar bars.
- I made a sound play on the server when a new turn happened.
- The flame effect didn’t appear immediately when cast and instead appeared when the turn was over, so that was fixed to show immediately.
- I implemented so that walk icons are shown where the player can go on the client, and Adrian implemented the other such icons.
- I implemented the image for the button that is pressed to show the initiative on the client.
- I implemented the animation, textures, and 3D models for the Dyrkaren, Pyrofeten, and Kappelmeister player character classes; and the Dyrkare troll animations, textures, and 3D models were updated.
- I made a ring that could be seen on the ground under the player characters on the server. The rings had the color for each specific player character, though the colors turned out to be hard to see at GGC.
- The tiles on the client was updated. The tiles was only one sprite and a “frame”, so to have it look better I made the sprite have a random direction and not have a frame when the tile is a wall.
- I adjusted the player character colors so they looked the same everywhere.
- I adjusted the post processing effects and removed the eye adaption, so the scene wouldn’t be too dark.
- I changed the message the players get when they die.
- I made all the texts in the game use the font “Times New Yorker”.
- I made everything be dark except the “waiting for other players” text when waiting for other players.
- I decreased the penalty the Sadist gets for killing other players.
- I made the server automatically start the server, and the clients automatically connect to the server, without having to navigating through the main menu.
- A number of bug fixes not previously mentioned here.
About Linus Bjernhagen
2015 Programming
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