Updates Light and Shadow: Quality Improvements for Light & Shadow

ahv15

New Member
Project Details:
Overview:
This project first focuses on stabilizing the current gameplay mode by fixing certain bugs and making a few improvements to the existing gameplay mechanisms and UI. It then brings in a change of pace to the gameplay by introducing currencies and improving the inventory a player spawns with to allow for defensive structures to be built and additional weapons/traps to be used along with various effects. In addition to this, the entire module which is split in two has to be merged, interaction with the external modules improved, unnecessary code removed and documentation added.
 

ahv15

New Member
Meeting Minutes:
Weekly Tasks -
  • Make regular commits to draft PR's
  • Update the forum thread and prepare for the weekly meetings so that I can show my progress and decide what to work on in the following week
  • Regularly update the trello board and also categorize progress (blockers, strectch goals etc)
Work Plan -
  • Merge las and ligthandshadow
  • Evaluate the usage of ECS architecture in LightAndShadow and make any improvements if necessary
  • Remove unnecessary code (certain dialogs, actions and systems)
  • Add documentation (based on a developers requirements)
 
Last edited:

ahv15

New Member
Weekly Updates:
  • Moved certain components to LightAndShadowResources to fix dependency issues.
  • Removed certain dialogs and their corresponding actions, and the AttackMinionSystem and it's functionalities as they are no longer used.
  • Started consolidating the flag logic into a single system.
  • Worked on fixing inventory issues (non-deterministic inventory and empty inventory on respawn).
Meeting Minutes:
  • Decided to move from a functional approach to an ECS based approach to consolidate the flag logic.
  • Mentioned trouble isolating the system preventing death due to fall damage.
  • Discussed how the providers specific to LightAndShadow should be used to update the SurfacesFacet to prevent tree's and flora from growing in particular locations.
 

ahv15

New Member
Weekly Updates:
  • Consolidated flag logic and merged certain functionalities associated with it.
  • Looked into modifying the CharacterTeleport event, which allowed updates to components but the changes were not reflected in the player.
  • Worked on fixing the issue due to trees blocking generation of certain parts of the world by updating the surfacesFacet. However the region under the floating platform could not be accessed and updated yet.
  • Tried fixing the issues associated with picking up items and isolated certain problem's in certain scenario's but the exact weapons and their prefab's have to be finalized so that a uniform set of components can be used to fix the issues.
 

ahv15

New Member
Meeting Minutes:
  • Look into the current inventory used and keep only the necessary and useful items.
  • Try using borders to access the region under the floating platform to prevent tree's growing under the platform.
  • Discussed how the pre-game phase should work and ways in which the barrier should work.
  • Continue with module overhaul.
 

ahv15

New Member
Weekly Updates:
  • Continued module overhaul.
  • Started working on the pregame phase which -
    • Creates barriers around the bases which send an impulse when a player tries to exit the barrier.
    • Destroys projectiles leaving the barrier.
    • Prevents damage to players.
    • Has a timer to indicate when the actual game would start.
    • Replenishes inventory.
 

ahv15

New Member
Meeting Minutes:
  • Discussed changes in the way the pregame phase should work. (where timer should be placed, how will inventory be handled when game starts etc)
  • Use borders to identify if tree's might block generation of certain regions and update the surfacesFacet accordingly.
  • Try using the GazeAuthoritySystem to modify the direction a player is facing.
  • Take another look at why certain item's can't be picked up.
  • Continue module overhaul.
 

ahv15

New Member
Weekly Updates:
  • Completed the pregame phase.
  • Fixed the problem with not being able to pickup weapons in certain scenario's which was caused as CollideEvents were being consumed.
  • Found the reason for inconsistent key binds and further discussion is necessary to decide how to proceed.
  • Improved documentation.
 

ahv15

New Member
Meeting Minutes:
  • Discussed how to tweak the way ActivateEvents are triggered.
  • Look into whether the Economy Module or the implementation of Economy from GooeyDefence should be used.
  • Take a look at ScoreSystem and see if it can be improved.
 

ahv15

New Member
Weekly Updates:
  • Tested out the implementation of Economy from GooeyDefence in LaS which suited the requirements.
  • Worked on the ingame statistics screen which is almost done.
  • Tried some things using Structural Templates and found a more suitable way to implement a multi block system (specific to Structural Templates).
 

ahv15

New Member
Weekly Updates:
  • Fixed couple of multiplayer issues with the Shop Screen.
  • Added an event handler to allow the direction a player is facing to be set.
  • Modified how door's and card's are placed.
  • Looked into how the multiblock system works. Requires more digging into.
  • Have to figure out how to integrate the ingame statistics screen with other UI elements.
 

ahv15

New Member
Weekly Updates:
  • Continued working on some of the previous PR's.
  • Got a basic idea how multiblock module works and how to use it.
  • Tested a separate multiblock system (not related to the multiblock module) in Structural Templates.
  • Further discussion is necessary to decide how to proceed with a multiblock system.
 
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