Saturday, July 16, 2011

Progress Report (07/16/2011)

Again, my job has kept me from doing much with the project, but I have been paying some attention to it in the few moments that time has allowed.  Really, there's just one thing that has been drawing my attention:  the refusal of the AI characters to move when it's their turn.

Based on the accomplishments listed in the last report, the priorities of some tasks have been rearranged.


Accomplishments:
  • Nothing quite...but efforts are underway to get the AI players to acknowledge their turns.
Known Issues:
  • 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 in multiplayer mode doesn't turn control over to the player until the host has signaled ready.
  • 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:
  • Make the AI characters move when it's their turn.
  • Formalize the flowchart for the AI logic.
  • Create the token factory and displays.
  • Implement the Draw Token action.
Medium Priority:
  • Sometimes network errors will cause an AI to be disconnected immediately after it connects.  This causes the lobby screen to wait indefinitely for a player who will never arrive.  The server should detect this and try again to create the AI player.
    • Solution: Refactor the engine's networking modules to use the Observer Pattern. This will also correct the "Known Issue" mentioned above with abandoned team data.
  • Investigate ways to dynamically color the team uniforms.  Experiment on the placeholders.
    • If this works, add the ability to dynamically color MHFont objects too.
  • Create the in-game chat component.
    • But first, fix the issue with the lost messages by making the data structure static.
  • Create the HUD's event log display.
  • Finish the level design guide.
  • Finish asset lists for current set of level designs.
Low Priority:
  • Implement the Heal action.
  • Implement the Attack 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.
  • Make the AI players taunt each other in the lobby chat, just for fun.
  • Design the 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.
  • Replace the temporary column header graphic on the character equip screen.

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