Project M

August 2017 (Week 5)

+ Cleaned up some spaghetti
+ got a good idea on how to deal with back weapons
+ almost finished designing a new mecha
- computer was ded and I couldn't dev too much

August 2017 (Week 3)

+ finished extending the garage
+ added life-leech mechanics
- took longer than expected

August 2017 (Week 2)

+ added a new part to the mech creator
+ modeled a new mech
+ cleaned up some spaghetti code
- still have to add one more new part

August 2017 (Week 1)

+ refined the movement animations
+ added the first laser/heat weapon
+ came up with a heal system I really like
- overall not that much progress this week

July 2017 (Week 4)

+ new skeleton is in the game and working
+ added missile barrage
+ added recoil
+ added (light) aim-assist
+ fixed some annoying bugs
+ adding some variation to the strafing animations
- tilting doesn't work too well with the new skeleton
- enemies still use the old skeleton
- still a lot to do

July 2017 (Week 3)

+ two mechs fully adapted to the new skeleton
+ new textures for one mech almost finished
+ learned more about mecanim animations
- to-do list doesn't get shorter at all

July 2017 (Week 2)

+ Added the first combat skill (shield)
+ made the garage slightly less shit (thanks anon)
+ improved graphics a bit
+ redesigned my player skeleton
- have to adjust the old models to the new skeleton
- have to redo animations
- gotta update a lot of stuff due to new skelly

July 2017 (Week 1)

+ Added companion AI
+ Adding new internal slots
+ Cleaned up some spaghetti code
+ Gave a facelift to one of my first mechs
- new slots will take some time
- should probably rebuild my player-prefab
- color customization needs some love
- to-do list got pretty long

June 2017 (Week 4)

+ basic color customization is in
+ almost finished texturing&adding a new mecha-set
+ made a twitter and started shilling
- shilling on twitter feels pointless
- not much progress otherwise

June 2017 (Week 3)

+ Added Ragdolls/some simple physics
+ Added bunch of new weapons
+ Added more textures
- No melee progress
- color customization is going to take a lot of work

May 2017 (Week 3)

+ enemy Pilot AI is finally working
+ improved performance
+ designed another mecha set
+ everything starting to slowly come together
- AI still not finished though
- adding IK broke some melee animations
- finally gotta learn how to texture properly

March 2017 (Week 5)

+ got better at making Particle Systems
+ got better at animating
+ melee system coming along nicely
- melee system will still take some time to finish
- had to increase the length of the limbs and now have to adjust the already finished models

March 2017 (Week 4)

+ finally have time to work on this again
+ reworked the movement system
+ replaced lots of old shitty code
+ made progress with melee combat
- animating is hard
- have to come up with a coherent melee system

March 2017 (Week 1)

+ 2 armor sets for the new skeleton half done
+ started working on melee combat
- thanks to real life won't make it to DD13
- todo list just keeps getting bigger and bigger

February 2017 (Week 3)

+ made improvements to the new rig
+ melee animation coming along nicely
+ refactored some old code
- not a whole lot of progress this week
- reworking the rig causes a fuckton of extra work

February 2017 (Week 2)

+ reworked the player skeleton from the ground up
+ skirt and shoulder armor now move better and have a lot less clipping
+ additional skeleton mobility makes animating melee easier
+ redesigning how movement is calculated...
+ ...and changing/removing the booster component
+ adding part damage/repair
- todo-list gets bigger and bigger
- enemy pilot ai still not finished
- I'll have to rework a bunch of old but complex scripts

February 2017 (Week 1)

+ experimented with shaders
+ started designing map
+ made some progress with enemy pilot AI
+ made the turkey-bot ai a bit more efficient
- AI takes longer than expected
- performance issues for big maps

January 2017 (Week 4)

+ Started working on enemy mecha AI
+ Identified current design flaws and started to work on solutions
- not a whole lot of progress

January 2017 (Week 3)

+ finalized the controls
+ boosters work properly now
+ learned about image-effects and stuff
+ new skeleton works in game...
- ...but the garage&shop are still based on the old one
- still haven't textured the model

January 2017 (Week 2)

+ Refactored the player script
+ Reworked the controls
+ new player skeleton
+ new starter mech
+ half done with replacing the old skeleton
+ learned that models can have multiple materials
- learned that multiple materials produce lots of overhead
- lotta errors and bugs due to new skeleton
- didn't actually plan to change the player skeleton
- still haven't updated the shop
- whole list of smaller problems

January 2017 (Week 1)

+ hastily added a shop for DD
+ started refactoring said shop(bad, bad code)
+ started refactoring my age-old PlayerController
+ started splitting up the main-menu
- lot of stuff to do, not sure what takes priority
- still shit graphics/assets
- weird bugs in the demo eat up time

December 2016 (Week 5)

+ finished the garage
+ started working on the shop
+ started working on DD maps
+ improved the AI(performance) of turkeybots
+ made 2 really shitty new weapons
+ added some sound
- trailing my to-do list by a lot

December 2016 (Week 3)

+ new heavy mech parts half finished
+ slightly improved visual quality
+ started reworking the garage
- overall not too much progress

December 2016 (Week 2)

+ Garage improved
+ upgradable Parts soon
+ refactored some shitty code
+ started working on 2 new mechs(heavy&light)
- no progress on the graphics front
- questionable design decisions became apparent