Week 10
Tasks done this week include:
Implemented key cheats in the Over World
Fixed the bug where one of the Limbs had no visuals
Fixed the bug where one of the Limbs could not be picked up
Fixed the bug where player could not die for falling
Wrote up the README.txt document for project directory organization
Helped polishing the GDD
Made the builds for the Gold Package
Week 9
Tasks done this week include:
Implemented specific keys for every dungeon
Implemented pop-up hint text when the requirements for a well/door are not met
Implemented visual representation for a dropped limb
Implemented mechanisms for picking up a dropped limb back to player inventory
Fixed the bug where the hook spins infinitely
Fixed the bug where hint texts are obscured by objects in scene
Resolved merge conflicts upon merge requests made by other members
Made the weekly build
Week 8
Tasks done this week include:
Worked with Adam and Sarah for the proof of concept for Limb switching
Fine-tuned (slowed) player movement when using vaulting leg
Helped debug enemy behavior
Helped make the weekly build
Week 7
Tasks done this week include:
Fixed the bug where vaulting will sometimes cause the player to go through levels
Fixed the bug where dash will go through colliders can cause the player to fall through the level
Assisted John setting up a new level for it to work with scene indexing system
Built the demo
Week 6
This week, I worked with Adam to implement the Leg state and the vault behavior. We also handled the build for this week.
Week 5
The majority of the tasks this week have been writing documentation for various setup standards in the project. I also made a couple interactable prefabs for the level designer to drop into the scenes, including keys, doors, ladder, and wells. Each of them has some functionality already setup so that the designers won't have to touch the code for them to work. Another major task was the reworking of the Player FSM. There was a major restructuring of the system, and it requires Adam and I to reorganize the code and relearn the way it works. The documentation for the Player FSM is still in progress, and should hopefully finish sometime next week.
Week 4
As the week concludes, two major milestones have been achieved. The FMS's for the player controller and the enemies are finally in a state where they are production ready. In the future, I hope that we can quickly expand the repertoire of player abilities by using this new framework. The same should be said about the enemies' behaviors. The other tasks was to pull together different dev's works, and made a playtestable build. The challenge became more apparent as the volume of the tasks grew and each team member became more specialized in their own fields.
Week 3
The new project/code base has not been completely set up yet. Speficially, the state machine for the player is yet functioning. For the programming team, I decided that we will work on temporary solutions within the new project and try to integrate as much functionality there is as possible. This is to make the team more familiar with the new tools, so that when the state machines are in place, we can start writing clean code faster.
Week 2
I attended the General Meeting on Monday and the Presentation Meeting on Wednesday. I worked on the cheat mechanics that will be used for the demo. The new project is still in the phase of setup. I will try to have it done by Friday so that it will be ready for all team members once the meeting on Friday is finished.
Week 1
I attended all three meetings and worked on the demo.