Tuesday, February 5, 2013

Quick update on da crunch

Last week I said I would talk about the feedback we got from the Masters students in this post, but our testing has been pushed back to Thursday.  So instead I will just give a short update today, and I will touch on that on Thursday or Friday.

I programmed quite a lot this week, but rather than going over each individual thing I did I am just going to quickly touch on the thing I am most excited about (gotta get this post done before my class starts).  This week I implemented the new music integration we decided upon two weeks ago.  Previously we had cut the plans to integrate music because we couldn't make it sound good, but Scott came up with a good idea where we just change the volume based on how well the player is doing.  When they are doing poorly we also fluctuate the pitch of the music.  Honestly it was one of the easier things I have programmed all semester (just a simple volume = x, pitch = y) but it sounds so cool and I am excited to see music integration of any form in the game.

Even though I did a lot this week, I still need to accomplish 2 major tasks before Thursday.  First I need to precache our enemeis when the level loads.  This will make it such that the first time we spawn an enemy the game doesn't lag.  I have been having issues with the physics engine crashing when doing this, but I am going have to sit down and get it done tonight.  I also need to update the Ranged enemy, he hasn't been touched in 2 months and we have added more dimensions to our game which has broken how he works.  Once again, I have a few ideas in my head on how to get this to work.  Between the impending deadlines/work/classes it is going to be a couple of sleepless nights, but the engineering will be there (now we just need the levels in the game).

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