Tuesday, November 13, 2012

A Rough week

So the goal of our sprint this week was for the level editor to be in a working state so that Jake could start using it.  My job was to get enemy spawns triggering and to have a basic AI system (so that we could see enemies running at the player).  I had a little bit of success, and a little bit of failure.  After having a lengthy back and forth with Scott over how to implement spawns, I threw out the code I had and was able to come up with a triggering system that allows us to spawn x number of actors at a set frequency.  It needs some optimization as I was experiencing some frame drops on my computer when the first actor was created, but it is a start.  AI is still a work in progress, I haven't dug into the physics engine enough yet so I took some preliminary stabs at implementations.  I was able to get moving enemies, but was having issues with gravity no longer being applied.  Unfortunately at this point my laptop that I am developing on decided that it wanted to die.  The time it took to compile, run, and load the level jumped from ~45 seconds to ~5 minutes.  I continued to try to chug away on it (since I was staying up for the nexus 4 release anyway, which I didn't even get :( ) but after another couple hours it was completely unbearable.

Status for this sprint: Close, but no cigar.

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