Saturday, February 12, 2011

Progress Report (02/12/2011)

Yeah, I know I didn't post an update last week, but there was an unfortunate reason for it:  grad school!  I was overwhelmed by homework in addition to a heavy load from my job.  TLC got absolutely no time or attention from me at all last week.  This week wasn't a whole lot better, but at least I got a few minor things done.  Check it out.

The in-game menu now contains options for customizing the behavior of the user interface.
Accomplishments:
  • Redesigned some aspects of the UI for the game screen.  Decided to give the player more options for customizing the behavior of the interface.
    • Combat Results Toggle -- determines whether the user gets a full report of the factors involved in each combat interaction after the interaction has taken place.
    • Auto Defense Toggle -- determines whether the player chooses a defensive strategy when his/her team is attacked, or whether the defense is selected automatically through a set of rules.
    • Auto Attack Toggle -- determines whether the player selects a combat token for each attack, or whether a token is selected automatically based on the type of target at which the character is shooting.
  • Encountered a regression in the team configuration screen that caused the game to lock up when a user in Single Player mode made any changes to their team.  It was an easy fix.
  • Discovered another frequent cause of crashes -- the game sometimes tries to locate characters on the map when the map hasn't been loaded yet.  Another easy fix.
Known Issues:
  • Join LAN mode causes some sort of server error that gives the client an inconsistent data set.
  • Network latency causes character upgrades to not show up right away.  The client needs to wait for the updated character to return from the server before returning to the team screen.
  • The color cycle control on the team creation screen throws an exception when there is only one color remaining to choose from.  This is only an issue when setting up a game with eight human players.
  • Chat messages get lost when a user in multiplayer mode switches between the lobby and the team/character configuration screens.
  • When a player drops off, their team data is orphaned.  The server needs to recognize this and place the orphaned team under AI control.
Next Steps:
High Priority:
  • Create the action button menu.
  • Investigate ways to dynamically color the team uniforms.  Experiment on the placeholders.
  • Create the "whose turn" display.
Medium Priority:
  • Implement the Move action.
  • Fix the team color selection for the eighth human player.
  • Create the HUD's event log display.
  • Finish voice scripts for narration.
  • Finish asset lists for current set of level designs.
  • Formalize the flowchart for the AI logic.
Low Priority:
  • Create the token factory and displays.
  • Implement the Draw Token action.
  • Implement the Heal action.
  • Implement the Attack action.
  • Finish the team creation screen.
    • Put in the floor image for the captains to stand on.
    • Replace plain gray buttons with captain character images.
  • Finish the level design guide.
  • Design the TLC web site.
  • Get coin display graphics from the art team.
    • Add it to the team configuration screen.the character configuration screen and the recruitment screen.

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