Saturday, February 25, 2012

Progress Report (02/25/2012)

Now we're getting somewhere!  The bugs discovered in the last report have already been tracked down and eliminated.  And so far, only one new bug has surfaced in the process.  Granted, it's a pretty bad one, but at least there's only been one.
There may be a lot of issues, but look at how much stuff is working now!

  • Fixed the bug where the AI players got two turns at a time.
  • Fixed the bug where units couldn't move twice in a row.
  • Fixed the bug where drawing tokens failed to advance to the next player's turn.
  • Discovered a bug with the AI:  Occasionally a unit will get stuck in an infinite loop where it repeatedly tries to move to the space that it's already in.  I'm not sure, but I think this may be happening when two units try to move to the same space at the same time.
    • At the very least, the AI manager needs to wait until a unit has stopped moving before moving the next one.  
    • This will cause huge problems when more game elements factor into the AI, like items and combat.

Known Issues:
  • Occasionally a unit will get stuck in an infinite loop where it repeatedly tries to move to the space that it's already in.
  • 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:
  • Force the AI manager to wait until a unit is finished moving before moving the next one.
  • Make the inventory screen customizable for attacking and defending.
  • Implement the Attack action.
  • Implement destructible containers.
  • Add validation to the actions menu so that unavailable actions have a different appearance.
Medium 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.
  • Add hazards and bonus spaces to the game board.
  • Finish the level design guide.
  • Finish asset lists for current set of level designs.
Low Priority:
  • Create the in-game chat component.
    • But first, fix the issue with the lost messages by making the data structure static.
  • Implement the Defend interface.
  • 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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