What were your concrete goals for the week?
For this week, I planned to get score updates sent to the client, get those updates reflected in Brandon’s leaderboard GUI, then make sure that the game gracefully ends after some player reaches a target score. After this, I wanted to work on defining the scoring rules: e.g., how should we calculate the points awarded when a unit or city is destroyed. Also, I wanted to work on getting City population to grow and factoring that into the City’s production.
What goals were you able to accomplish?
Early in the week, I got the leaderboard updates communicating between servers and all the clients, which worked well with Brandon’s existing leaderboard implementation on the clients. This made it possible to establish an end-game based on the player score.
I also worked on fine-tuning some key gameplay aspects. For one, I enabled disabling unit spawning when players have insufficient resources. Second, I fixed a bug in combat that would cause the server to go down when more than one unit was attacking the same target. Further, I made sure that a unit’s client window, which details the unit’s stats, disappears when the unit dies. Lastly, I acquired audio for unit shooting, UI interactions, and explosions.
If there were goals you were unable to meet, what were the reasons?
After some discussion with the team, we decided to move our focus away from game balancing and towards fixing bugs.
What are your specific goals for the next week?
First, I plan to connect the audio I acquired to the corresponding gameplay. Next, I want to help address the severe lag on clients that are not running on the same machine as the server. After this, I want to do some important game-balancing issues that we noticed last week. And lastly, I want to play the game as many times as I can so I can weed out any latent bugs.
What is your individual morale?
My morale is high! Not panicking! Let’s finish this off strong!!!
