CAGD 495 - Sprint 1

Completed Cards

  • As a producer, I would like a class map of the Player Unit's and Enemies' AI in the game to improve workflow later in production.
  • As a designer, I would like enemies to attack the player's base boundary.
  • As a player, I would like a way for enemies to spawn in a level.

Cards in Progress

  • As a designer, I would like the barrier that protects the player's base to take damage if enemies reach it.

Incomplete Cards

  • There were no incomplete cards.

Issues/Problems/Solutions Encountered

There were a couple of different ways for creating the class map for the Player and Enemy. Since both are very similar, I could have created an abstract class Unit, and their children would be Player and Enemy. I instead decided on something I’m more familiar with, which is breaking the functionalities into separate scripts. Both the Player and Enemy prefabs will have Damageable and Levelupable scripts. (In the picture, they are being pointed from the Player/ Enemy Unit AI scripts, but they should be from the prefabs.)

The barrier doesn’t protect the enemies base yet, since the enemies do not move. We were still deciding on how the enemy unit movement would work. We recently decided on non-tile-based movement with a waypoint system. Once the enemies can move with this system I will be able to have the barrier block enemies.

Enemies spawning and attacking the player base is in a rather bare-bones state right now. Enemies can spawn, but they don’t spawn in ‘waves’, yet. Enemies can attack, but there is no visual indication. Enemies have levels, but there is no way for the enemies to level up, since they need to be able to kill players-- which don’t exist yet. These systems will become more robust as their dependencies develop.

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