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Sprint 3 Summary

Heather Blakeway edited this page Oct 17, 2022 · 1 revision

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Summary

  • For sprint 3 Team 1 was responsible for improving enemy AI and pathfinding, and introducing enemy projectiles and high-fidelity character animation.

Challenges

Animations

Implementing change of direction was initially difficult as the eel was comparing its previous destination to its current destination to determine which was sprite to draw. This was resolved by comparing the target position to the enemy position to determine which way to face however this presented challenges when the enemy bounced between different targets, causing the image of the eel to be distorted.

Future Sprints

Sprint 4

Our designs and code were structured to be built on Sprint 4. Some features that are not currently implemented but we would aim to expand on for sprint 3 include:

  • Damage taken from others
  • Projectile movement
  • Polish animation and movement

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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