Time to worry
|
Today we had a play testing session during the afternoon but we had to use the more buddy version of the game since Oliver was sick and his computer was the only one who inexplicably was able to run the game without a few major bugs. And such our game was once again not shown from it’s best side but i think we did alright anyways. What’s important right now is to get a bunch of stuff in the game before the Beta turn in on Friday, we are going to have to run late nights until then or one all-nighter the day before. My work today was to fill in our Scrum in the morning and adding a virtual void to the weapon class for dropping the item, turned out that the constructor would have to take a pointer to both the Gameobject manager and the Sprite manager in order to create a new item. Eventaully i got it working though i had to tweak some things in the Playerobject class regarding the current weapon integer and object. I also fixed the pick up functionality of items on the ground but there is still something missing as the player is not able to throw then a second time after picking them up. hmm… Oh, an i also need to fix items killing guards on collision even when they are laying still on the ground. This’ll be a fun week. |