Wednesday, April 26, 2017

Max Post for 4/28/2017

Sadly this week was another one day week. Monday I was still in D.C. for Con Team Nationals, and this Friday I have to go to a scholarship dinner at the University of Oregon. That being said, I made some progress on our score system. However, it is far from complete. Currently, the score is saved to the scene, but I need to pass the score between scenes. The percentage in each level works beautifully, but lighting up paint brushes to represent score is not yet functional.
The final version will look something like this, where the paintbrush will light up once it has been earned. This functionality is not currently in the game. I did, however, upload my game to Dropbox, so hopefully I will be able to work on it once I have caught up on school! I hope to get in touch with the artists soon to ask them about their availability so the game will look good.

Tasks I Completed this Week:
  • try to write a new star_unlock script
  • Redo some formatting in the scenes
  • Begin working on star system
  • Upload more assets to dropbox to work on at home

Tasks I Hope to Complete:
  • Find star system tutorial
  • Finish star system for functionality
Next week and hopefully this weekend will be all about finishing up the star system!


Tuesday, April 18, 2017

Duncan Post 3-23-17

This week Max and I began working separately again after merging, I primarily worked on creating new powers for the boss and making it a lot more difficult than the normal level enemies will be. The bullets can now reflect off the boss and kill Pojo in one hit because Pojo only has one health right now. I am considering giving him more health because the boss is actually extremely difficult right now, the range for bullets is pretty short and when it bounces off the boss the range becomes infinite so they are difficult to react to because they bounce back so quickly, and the boss is invulnerable 50% of the time. Here's an image of a bullet being reflected:
I also worked on a bug that had been changing where the paint instantiated itself below Pojo even though it was never supposed to change. For some reason if you jumped off ground and went far enough the paint would instantiate itself a little lower sometimes and I still have no idea why. The code is only supposed to put the paint below Pojo but it changed sometimes. I have put in a temporary fix to maintain the paint at ground level for testing purposes - so it is coded to be in line with the ground at world level for now.


Tasks Completed

  • Fix bug where Pojo is changing paintoffset when he jumps
  • Comment code
  • Make bullets reflectable
  • Change some movement factors for Pojo
  • Change camera view with certain actions

Tasks to be Completed
  • Give boss a health bar
  • Make more boss powers
  • Work on a document for making bosses

Max Post for the Week 4/21/2017

Not much to say here! I am currently uploading my game to dropbox so I can work on it in DC. I wanted to get it some stuff done, but I would not be able to work on it over the weekend if I did not upload it. Unfortunately I will not be here to work on Thursday.

Tasks I Completed:
  • Upload to dropbox
Tasks I Hope to Complete:
  • Begin working on star system
I will be working on a star system if I find time over the weekend.

Friday, April 14, 2017

Duncan Post 4/14/2017

This week Max and I continued to work separately on our projects. I focused on making a health bar for the one boss I have so far. Originally I created the health bar to be based off time to make sure it worked which was probably a mistake because I then spent the majority of one day figuring out how to change it to work when it was based instead off the actual health of the boss. I also ended up deleting the entire new class I made for the health and then moving the code over to the enemy damage class. Another thing that effected the health bar was that part of the bosses power was being invulnerable to bullets some of the time and the health bar was accounting for the hit even though it wasn't effecting the bosses actual health. Max and I also decided to change the camera perspective because you couldn't see much of the screen around you. Here's a picture of the boss with a health bar:
Going forward Max is going to complete a star system and then I will continue making bosses, I am pretty much done with this boss (Darryl the Tank) and I'm going to work on Rob the Builder next. I also made a document detailing how I wanted the bosses to look to send to the people who made the other sprites for our game. There are continuing bugs otherwise known as features that remain for me to fix that are included in tasks I want to complete. I am going to send the sprite requests later so once they send them to us we will actually be able to work on it because we will be leaving for competition soon.

Tasks I completed:


  • Give boss a health bar
  • Create document for other bosses
  • Make health bar based on actual health
  • Fix Pojo shooting bug to the left


Active Tasks I hope to complete:


  • Make more boss powers
  • Fix Unity
  • Fix bug where Pojo is changing paintoffset when he jumps
  • Make bar delete itself when enemy dies
  • Make boss sprite requests
  • Fix bug when boss gets shot that appears to do nothing

Max Post for the Week 4/14/2017

On Monday Unity was not working, so I had to uninstall and re-install it. This took up most of the day, but by the end I could get Pojo to run on my phone! On Wednesday I spent a lot of time creating a target system. Essentially, you shoot the target, and it gives you access to another area through a wall. Shooting it makes it shatter.
This is how the target looks in the game so far. You jump on the block's head as it is moving, and shoot the target. This will make the temporary wall go away. Today, I began working on a star system to implement in the game. It will be based on the amount of the level that is painted. I got the visual aspect implemented, but it does not have any correlation to the actual level yet.
This is what the level button looks like. When you get to different percentages, the paintbrushes will light up. Our tentative percentages are 50%, 70%, and 90%.

Tasks I Completed:
  • Test pojo on phone
  • Fix unity to run on phone
  • Fix layer ordering
  • Change camera height
  • Research target system
  • Make a breakable target w/ "animation"
  • Make last weeks blog post
  • Make door disappear when target is shot
  • Create panel + paintbrushes in game
Active Tasks I Hope to Complete:
  • Begin working on star system
  • Create level 2 in Unity
  • Paintbrushes light up when percentages are met
Next week will be spent getting a star system working. Unfortunately I will only have one day (Tuesday) to do this, as I leave to nationals.


Wednesday, April 12, 2017

Max Post for the Week 4/7/2017

This week Duncan and I decided to add more features to play with in level design. This week, I developed a spring system! You can now jump to higher areas through use of a spring, which is a pretty basic mechanic. To do this, I had to write my own script and implement it in the game.
This is what it looks like implemented into the level. I have also added the spring to the block fellow so it can move back and forwards. I am going to use this to allow Pojo to shoot a target to open a higher door. This has yet to be implemented. We also got some new art, so I had to implement some of it into the game. All I have done so far is replace the spikes.

Tasks I Completed:
  • replace all spikes (twice)
  • Implement some art from the graphic design class
  • Recreate locks with new sprite
  • Remake spring part of level (Unity crashed)
  • Make sign on level
  • Implement spring system
  • Research making a spring

Active Tasks I Hope to Complete:
  • Test pojo on phone
  • Fix unity to run on phone
  • Fix layer ordering
  • Change camera height
  • Research target system
  • Create level 2 in Unity
I hope to keep working on level 2 and fix a bunch of small, annoying things. Unity has been crashing recently when I try to run it on my phone, so I will try to fix that too.