Saturday, April 14, 2012

Progress Report (04/14/2012)

I haven't been doing these "traditional" progress reports lately because the project and I are now in "capstone phase." So, as you may have noticed, we're doing things a little bit differently.  The sprints are now more tightly focused and the urgency of progressing each week has multiplied exponentially.

Still, I think it's important that the quality of the project management documentation is maintained if not improved.  Milestone 1 of 3 concluded last week and Milestone 2 is now being planned, so this seems like a good time to post one of my regular progress reports to mark the occasion and bridge the three-month gap between pre-capstone and post-capstone development phases.

So here's a progress report in the old, familiar style.


Accomplishments:
  • Fixed the bug where AI players would continually ask the server for movement points even when it wasn't their turn.
  • Made the inventory screen customizable for attacking and defending.
  • Added validation to the Actions menu.
  • Implemented the Attack action on the client side.  Server side support still needs to be completed and tested.
  • Implemented the Auto Attack option.
  • Uncovered several more defects for the bug list.


Known Issues:
  • AI players occasionally perform more actions than they should be allowed.
  • Sometimes Client 0, the default name of the first network connection, appears as a player on the Lobby screen.
  • The only action that appears in the Event Log for AI players is movement.  Drawing tokens and attacking are not being reported correctly to the Event Log.
  • The game gets stuck in the lobby if the host is a spectator rather than a player.
  • Several bugs specific to Join LAN mode:
    • 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 lobby doesn't turn control over to the player until the host has signaled ready. (I believe this is the exact same bug mentioned above that traps players in the lobby.)
    • Chat messages get lost when switching 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:
  • Implement the Defend interface.
  • Create the combat evaluator in the server.
  • Broadcast combat results from the server.
  • Make clients respond to combat results by showing indications on screen (special effects, event log updates, etc.).
  • Fix the Event Log so it shows all player actions.
Medium Priority:
  • Display the Combat Results Summary screen.
  • Implement the Combat Results toggle.
  • Implement destructible containers.
  • Add hazards and bonus spaces to the game board.
  • Fix the broken map editor. 
Low Priority:
  • Investigate ways to dynamically color the team uniforms.  Experiment on the placeholders.
    • If this works, add the ability to dynamically color MHFont objects too.
  • Finish the level design guide.
  • Finish asset lists for current set of level designs.
  • Create the in-game chat component.
    • But first, fix the issue with the lost messages by making the data structure static.
  • Model the characters.
  • Animate the characters using Shaun Hager's animations.
  • Add sound effects to the actions menu buttons.
  • Implement the Heal action.
  • Finish the "whose turn" display.
  • Finish voice scripts for narration.
  • Finish the team creation screen.
    • Put in the floor image for the captains to stand on.
    • Replace plain gray buttons with captain character images.
  • Let's see if we can allow the player to change video modes dynamically from the options screen so they don't have to close the program and rerun it to change resolutions.
  • Design the web site.
  • Get coin display graphics from the former art team.
    • Add it to the team configuration screen.the character configuration screen and the recruitment screen.
  • Replace the temporary column header graphic on the character equip screen.
  • Test and troubleshoot the multiplayer modes.

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