CAGD 370 - Blog Post 4 - 11/19/2023
Sprints four is one of our busiest and most stressful sprints and I do not think sprint five will be any different. With the deadline for our prototype coming up we are definitely trying to make sure we have a working version before the deadline so that way the prototype is playable for others, and we do not fail the whole class. As a group we have decided that on December second, we would like to have a working version done by and also when we want the final build to be ready. As for how many points we have left for the prototype, we do not think anything will be cut as we are on track to finishing by our deadline. Sprints four and five are going to be some of our fist sprints where we had the right amount of work assigned at kick off and we had no incomplete work. Previously we would assign ourselves an extra user story on the last day because we needed to have something is assigned but this time, we did not do that, and we now know that we should have kept what we were doing but also adding another extra card on the last day so that we can answer the three questions that we would have at a team stand up.
This sprint I worked on a lot of things, the one that I am most proud of is the free throw hand as I went through a few different iterations of this mechanic before it finally worked the way it was intended to. Some other things I worked on was, player and enemy health, player and enemy attack, player health packs, and checkpoints. Everything was pretty easy besides the checkpoints and free throw. The checkpoints were giving an issue as they didn't want to move the player to the checkpoint when they died instead it would move the player to 0,0,0 world space. After a few adjustments though I was able to fix it and put some of them around the map. I do however need to go back and move some of them around and maybe add a few more to the map which should not be hard as the script for the checkpoints allows for more to be added or moved very easily. All the player health and attack as well as the enemy health and attack were pretty easy as they were just triggers and change in numbers.
I did not have any cards left at the end of the sprint but now we know to never let that happen even if you are out of cards the night before. Next, I am working on making it so the hand cannot attack the enemies, making it so the player that is left there when you control the hand can still be hit, making it so the skateboard can only be activated in the skatepark and if you spend too much time there you die, and also change in FOV for when you change to the hand.
I do think the FOV change might give me some trouble because I tried adding it earlier as another visual thing for being in the hand but I ended up not doing it because it would not change properly but I think I can get it working this time. Also making it so the hand cannot fight and also making it so the player that is left behind while using the hand still takes damage might cause me some issues but I am up for the challenge.



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