03 December 2007

FoF weekly update #8

This week has been extremely busy but also extremely productive for our game
  • Peter and I had talks with TA and Magy early in the week about an AI problem we were having (AI animations weren't running and we couldnt duplicate them)
    • We've now solved that problem, and found a whole new one! We can add in as many AI and different kinds as we want, but they do not seem to want to swim up. For now, we've turned up the water density as a decent temporary solution
  • Now that the AI issues are dealt with, I am adding enemies into the game, which makes it more difficult to test because they keep killing me! I think I need to shorten their range.
    • A problem I'm running into is that Torque doesn't hold on to the sizing scale that I give the bad guys once you quite. So when you load they are all tiny!
  • I have written up the 5 page document and collected reflections from each team member to include at the end
  • I am currently making a little trailer for our game ... go iMovie!
  • We've finally gotten rid of the crossbow!!! We couldn't just delete it b/c it is needed to attack, so we got Kick to make us a cube scaled to zero that we swapped in for the weapon model ... good as new!
  • Doing lots of little things to fix up for tomorrow, tweaking the gui, image files, adding in more plants, tweaking player/ai properties, etc
Stay tuned! This next week we will continue to haul ass so our game is ready for the Game Fest! The most important issues (that will hopefully be resolved by tomorrow when we hand in the nearly complete game)
  • Have the AI check their z value so they swim up and down (not just x and y plane)
  • Have the models swap life stages

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