March 2017 (Week 4)
+ Support for multi-seat vehicles added (working online)
+ Auto port forwarding
+ Many bugs fixed
+ Made a new enemy
+ Made a vehicle
+ More work done on city assets
+ New textures
+ Support for multi-seat vehicles added (working online)
+ Auto port forwarding
+ Many bugs fixed
+ Made a new enemy
+ Made a vehicle
+ More work done on city assets
+ New textures
+ modular building assets for the city scene
+ Network character hit, deaths, scores, end game
+ In Game score menu
+ Weapon select menu/screen, click or touch to select weapon
+ Atomic item pickups
+ Host item respawns
+ Hover Vehicle
+ Atomic access for vehicle seats
+ Network vehicle updates
+ Network change weapons
+ Random character spawns
+ new alien character
+ new robot girl character
+ new monster guts character
+ new spider drone character (two paint jobs)
+ new container (open and closed version)
+ Pickups more generalized
+ Added weapon/projectile dictionary that is easy to extend
+ Added a HUD that updates weapon image, health and ammo, other stuff is stubbed out for later
+ Firing weapons works in multiplayer, all characters can see weapon fire, client reports hits to the host, and host updates the official game state
+ Host keeping score and reporting official health and scores for each player
+ Adding a class that checks for win conditions or time out
+ Ending a game and returning to lobby
+ Pickups
+ Client side weapon fire + projectiles
+ Sfx on events and music
+ Menu backgrounds + animations
+ Menu companion character
+ Touchscreen background + animations
+ HUD icons
+ Testing glowmap for pulsating neon light animation
+ Animated mechanical environment textures
+ Weapon textures
+ Horn Wurm character
+ More work on sound/music libraries
+ Configure and connect host + many clients
+ Multiplayer Lobbies
+ Character customization menus
+ Reliable UDP communication (for cross platform)
+ Multithread netcode architected/implemented
+ New enemy designs
+ New enemy animations
+ New textures
+ Made a sound library of unlicensed music and effects
+ Placed order for New 3DS for testing
+ Programmed general functionality, setting up everything systematically
+ Made detail plan for what will be programmed the next three weeks
+ new enemy characters
+ texture for new map
+ texture for new character
+ lots of research done on networking for the 3DS and graphics (implementation of vertex colouring)
+ planning
+ completed the first map
+ began designing guns and texturing them
+ made particle effects and bullets
+ managed to render graphics in a 3DS emulator
+ almost completed the first map
+ some thought-experiments about game mechanics and design
+ currently experimenting with FPS controls and Unity builds for 3DS
+ Figured out the basic limitations of the 3DS
+ Kada made progress on figuring out how to dev for 3DS
+ Made a tileset and a basic test map to fit the 3DS specs
+ Made new characters
+ Made a 3D HUD (Kairo is being put down in favour of a Metroid-inspired FPS)
+ player drop shadow
+ work done on fitting animations together in-game
+ lots of rendering effects explored
+ a bunch of new characters (decision made to go for a "creepier" visual style)
+ new animations for the player character
+ gems and other pickups
- gem shader not working properly in Unity (exploring alternatives)
+ Kada joined to do the programming!
+ Got stuff to move and collide in Unity
+ Made a bunch of new animations for Kairo
- Some trouble with vertex paint and mirroring animations in Unity
- Some animations had to be remade
+ officially began development of Kairo The Gryphon
+ made progress on vertex animation
+ made a transform-to-owl animation, a flatten animation and a couple of other things
+ acquired music (soundcloud.com/user-273497596/kairo-the-gryphon-ost-sample)