CAGD 495 - Sprint 5

COMPLETE

  • As a player, I would like to see the official building assets implemented in the game so that I feel like I am playing a more complete and polished game. (1)
    • I had fun setting this up. It was simply adding the models of the buildings into the prefabs, and making sure that they have the proper height. Once these have been implemented, the game looks much more professional. One small problem I encountered was when they spawned, they were too high. This fix simply involved adjusting the y-position of the building’s models.
  • As a player, I would like to be able to play a card to build my Honey Pot building. (1)
    • This involved creating a scriptable object for a card. Sky normally made the cards, so I had to learn how to make a card scriptable object. It wasn’t very tricky. It was actually useful to see this process, since I learned how to debug the cards more efficiently.
    • I didn’t realise that choosing which cards appear on your deck was so simple. Later this sprint, I was able to test the functionality of the particles much easier with this information.
  • As a player, I would like my Honey Pot building to boost the stats of my units in the game so that I feel powerful upgrading them. (1)
    • This involved programming the honey pot’s functionality. Sky and I were confused as to how the Honey Pots information would be stored. The problem is, storing the number of projectiles it shoots out and the amount of damage bonus it gives on the card is rather difficult, since the Card manager script has a pre-set number of variables. Adding more variables that Cards can have is a pain.
    • To remedy this, we simply made a pre-set bonus for the utility buildings (honey pot and blacksmith), rather than increasing when it levels up. This means the utility buildings do not level up. This may change in the future.
  • As a player, I would like to see coins erupting from enemies when they've been slain so that I get a sense of accomplishment from defending my Lair. (1)
    • This was dealing with the particle effects on the enemies. This wasn’t very hard to program, but I was overthinking it at the beginning. In the end, the coins are spawned when the enemy is killed, the particle effect is programmed to die after the duration of its life is done. This is to prevent a million coin particles in the scene.
  • As a player, I would like to see visual feedback in the form of coins when my Obeya tower generates gold for me so that I know it is happening in the game. (1)
    • Originally, I used the particle effect for the enemies accidentally at first. Alex has to tell me that I used the wrong one. The particle effect for the Obeya is similar-- instead of coins flying everywhere like a pinata, the coins float upwards slowly.
    • I thought that it would be cool to spawn the particle effect every time that you gain money, since the Obeya increased your gold over time. However, this didn’t work well for the given particle effect. The particle effect has a longer duration than the rate you get money, so there ends up being multiple particle effects spawned at a time-- essentially ruining the effect. I didn’t want to mess with the particle effect itself, so I decided to opt for the more expected approach of simply spawning the effect when the obeya is spawned.

IN PROGRESS

  • As a player, I would like to see related particle effects for Level 1 implemented in the game so that it is brought to life. (3)
    • This is what I am currently working on.

INCOMPLETE

    None.

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