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Showing posts from October, 2024

CAGD 377 - Blog Post 4 - 10/27/2024

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  This sprint has been like the others in many ways. For starters, as a group, we have been completing around the same amount of points each sprint. What I did during that time was get the attack started, fix some issues with the UI, and also make it so there is a way to lose in the game. Beginning with the attack system I made it so that every time you merge you get a certain number of damage points added to your damage per second number. After I did that Kyle then took it and plugged it in with his attack button so the player could start an attack on the city they wanted to. In the coming sprints, we will be polishing it up and making sure that it works how the designer thought it would work. At the start, I was not sure what my designer was thinking with how he wanted the damage to be tracked, whether that was taking all the numbers on the board or how I ended up doing it where you get more damage based on how many merges.            During t...

CAGD 377 - Blog Post 3 - 10/13/2024

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     During this sprint I worked on a few things, the one that gave me the most trouble was getting the blocks to have a visual when they move. I spent many hours trying to figure out how to get the blocks to have some animation when they move so the player knows which way they are driving. I tried all sorts of different ways but could not figure it out. So, after many failed attempts to get an animation for it I asked my team if they wanted to be able to see them move or if it was okay for me to just put a trail renderer on the objects. My team did say that for now there can be a trail renderer on them but in the future, they would like me to revisit the idea of being able to see the objects move.       Something else that I did during the sprint was making the code work to where we can just add as many zombie types to the game as possible, all that needs to be done in the inspector is add in a number and then give that number a color for the square t...