Tuesday, February 28, 2017

Development Update 2 - 2/28/17

Over the past week, code team has been working to put the player in their car and get an enemy behaving.

The enemy ended up being incredibly aggressive, and ignored many of the laws of physics in order to chase the player more actively. Jay's been working on slowing down the enemy, and bringing it more in line with the speed of the player's car.

Speaking of the car, the player's now inside of it, steering through using the in-game steering wheel. Test here:

Noah finished off the car's 3D model, and it's been passed along to Aidan for texturing and Luke for animating. Due to the nature of the vehicle class in Unreal, John P. needs nodes for the wheels on the animation skeleton before it can be integrated into the code.

This week, Jay and I are going to be away from development for the Game Developer Conference in San Francisco. With improvements in documentation made over the past week, however, the Johns of code team are still on target for the minimum viable product by Friday, and art team's started planning their next model - a human character.

We've also started planning for stretch goals, figuring out what the team is most interested in and how to use the remaining time on the project. The next block of content contains: ranged combat, car destruction/damage, and a scoring system.

As a note: due to my absence for GDC, the updates might come a bit later in the week next week.

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