Tuesday, April 28, 2015

Week 16

Though there were some trouble getting everything to work I think overall the project went well. The kiosk mode looked great during the senior show and the AI were challenging to face in the two levels they worked best in. Also our game won game of the year and technical achievement award. So overall Id say the project was successful.

Tuesday, April 21, 2015

Week 15

The AI really only turned out working well in the Drill and Architect level because the others were finished too late with not enough time to properly test and tweak the AI.

Tuesday, April 14, 2015

Week 14

This week I tried to get the node graphs into the other levels but they are not all confirmed as final and time is running out.

Tuesday, April 7, 2015

Week 13

This week I worked on starting the kiosk mode. What I want to do for kiosk mode is create small scenes that are easy to load and unload. This way there isn't a large time between when the player hits the button to exit kiosk mode. I also continued iterating on the modifier menu.

Week 12

This week I worked on starting the modifier menu and fixing lots of small bugs.

Tuesday, March 31, 2015

Week 11

This week I started to move the node graphs over the to the Architect level. The node graphs took a long time to generate so I made the nodes further apart. I found the initial placement of the nodes caused ships to crash in to the border far too often and kept on creating new node graphs until they improved.

Tuesday, March 24, 2015

Week 10

This week I tweaked how the AI got the flag. I found that the AI were pathing way more then they needed to and that it would be better to go for the flag more directly using more avoidance then pathing. This also solved some lag issues I was sometimes having with pathing large paths.