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Showing posts from November, 2024

Aftershock Simulator - Sprint 19

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  For this sprint, there were many important things planned. It’s kind of a shame that this is the penultimate sprint and we’re only now getting to work on teaching the mechanics of the game to the player. This feels like it should be the third or fourth sprint of the semester. We’ve finally gotten into the groove and there’s only 4 weeks left. In any case, we were able to finish up 44 points out of 83 this sprint. One thing we got started on was a “building debris” mechanic. To put it simply, when a building is damaged, there’s a possibility that it could spawn debris on the road tiles near it. It’s basically an easier implementation of the previously planned “landslide” mechanic, but the difference is that we don’t require input from an expert for the data on how to implement it. Planning is easy, but the hard part is implementing it. Every time a new obstacle is added into the AI’s path, it kind of has to recreate what its available paths are. Doing that is really taxing on a ...

Aftershock Simulator - Sprint 18

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  It is now Sprint 18, and there are about 5 weeks left of the semester (excluding break and finals week). Seems like things are about to wind down for the other teams, but for our team, we’re really only getting started! At the beginning of the sprint, we were really running out of things to do. Now that our team has gotten relatively familiar with what’s in the project, we’re beginning to be able to teach more advanced things in the project. We were able to finish about 45 points out of 88 this sprint. We’re going about the same rate but slightly less this time because I wasn’t able to prepare enough for people to do on kickoff day, so I ended up assigning some tasks later in the sprint. There were mainly bug fixes to be made. The main things we did was revamping the UI and adding in the objectives dropdown. Now you’re actually able to see what you need to do in the game. One thing our team was talking about was how the information on the phone was really difficult to read....