More of the same in this sixth week — while progress is being made, it’s going more slowly than I hoped.
This last week most of my time was spent rewriting the movement code from Javascript to C# so it could be used more easily in the game (the original came with the tiling tool). At some point in the middle of the night, early Thursday morning, code elves changed something so the game movement stopped working.
After doing some research and using a bigger hammer, the problem was found and fixed. (The script calling a specific tool was being loaded/executed before the actual tool was loaded.) Now the movement code is working again and with another hour or two of coding should be done.
Sprints are kind of on hold while I get the movement code finished. Until that’s done I’m blocked with most other tasks.
Thinking Ahead Questions
- Trying to come up with a less time intensive way of hiding minions and objects before the hero comes into a certain room. I think using a trigger in the doorways might do the trick, but it means NPCs that are spawned will need to know what room they’re in, and kind of restricts their ability to wander from room to room. Will be testing that idea to see if it works.
- Can I tweak the whole Scrum system enough that it doesn’t feel like it’s holding me back in the creation of the game?
- How can I create polygon colliders for each animation frame rather than using a single collider for all? Being able to tell when a sword swing hits something will require a collider per frame.
Time Spent This Week
Total time working on coding the movement routine was about 8 hours and another hour of tools research (SpriteTile) for a total of about 9 hours spent on the project this week.
Total: 9 hours.