Saturday, March 3, 2012

Progress Report (03/03/2012)

I only had one evening this week to work on this project, and I shouldn't have taken even that much time.  The rest of the week was squandered in a futile effort to catch up on my job and grad school, neither of which was completely successful.  Still, the few short hours that I spent on it did bear fruit, so all was not lost.


Accomplishments:
  • The AI players wait their turn before issuing commands. 
  • The AI characters wait their turn before moving.
  • Fixed the bug where units were getting stuck in place.
  • Designed the client/server communication protocol and data structures for how the Attack command will be validated and initiated.  
    • Still to do: Decide on the best way to handle combat results. Can probably just use the combat summary data and let the clients figure out what to display/animate based on that information.


Known Issues:
  • 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:
  • 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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