My concrete goals for the week were to work on the UI, specifically dynamic elements like health and fuel bars.
I made significant progress toward this goal. Once the HUD image overlays were imported into the project, I worked on health and fuel bars for both the local player and teammates, teammate status symbols (green for alive, red for reviving), and teammate distance displays. I also implemented health bars on in-game entities (other players, asteroids after they're hit, the Geisel bear, etc.). Most of these changes aren't merged into main yet due to the need for multi-client testing, but they're largely ready to deploy.
Multi-player testing was my main obstacle this week. It's something I can't do alone, and between the Tuesday guest lecture and a cold that kept me from even attending, I wasn't able to get into the lab with my group. Some teammates were able to test on my behalf, and I've been debugging as best I can independently until we can test together again on Thursday. I also spent time on other things that came up: adjusting asteroid spawning, reviewing PRs, and resolving merge conflicts when pulling main into the UI branch.
My goals for next week are to get the UI branch tested, finalized, and merged into main. Beyond that, my goal is to identify where I can best contribute in this final week and help push the game to completion; the specifics will depend on where my teammates need support.
I learned a lot about the challenges of testing networked features in isolation. I was able to get creative with distance calculations, testing against known landmarks like Geisel and the Mothership to mock in-game updates, but testing other clients' health and fuel bars proved much harder without multiple clients running simultaneously.
High! Excited for this last stretch and especially looking forward to finally testing the game fully as a team and seeing everything come together.