2013年9月14日星期六

Sprint 2 ,UI stuff. Game Ending poit and Debuging mode coming.

I got a big task during this week, and I am really very busy on all of these tasks.

I starting building some new UI things to let players restart game when you fail in the game like getting caught by enemies and also the ending screen when you go though the level. I made some art by myself and it looks awful right now but it shows it is functional.



And then I got the big task to build the debugging mode to make our game is easy to test.

I have got a task list like this.  I got like two weeks to finish this.



Time to go back to work. Wish I can finish those on time.

2013年9月8日星期日

First sprint end, new way to arrange the task by hansoft.

First sprint finished, it seems a lot of work need to be done before IGF, and we don't have so much time to do it. It will be a tough semester, ha ha. We got a new way to arrange the task which seems much better than last semester. We starting using hansoft again. I mean we had used this software last semester, but it seems that it is not so helpful.  But right now is different.  Here is the new way we are using it right now. Oh,the workflow which our producers call it. So there will be a engineer leader in the team who will basically separate the tasks to other engineers. All the engineers will start working at this moment,  when they finish they need to turn the status of task to Producer Review and then produces will take the task and play the game to test if the task is done and  functional. If not it will be sent back to engineers. If it is OK to go, it will send to engineer leader to check the detail code to see if it is good enough for future working. So it gives the QA-test work to producers and we don't need to wait until next week to fix the problem and this also can push us to work harder. Because the tasks are sending from engineer leader who knows better about the tasks and our abilities than the producers, the tasks will be done more efficiently
Here is a picture of the workflow


This sprint I am working on the part to find the way to stop our camera go though the wall and it seems done by this time
This cause because of the near clipping plane is two close to the wall in our game playing. So I first change the near clipping plane of our  FPS camera  to 0.01 which is the minimum value in unity. It looks very thing is good right now. But this is not the source of the problem.
So I am trying to fix this by changing the pivot center of the FPS controller of unity. Right now the camera and the pivot center of the controller are not at the same point which cause this happen. Wish I am good luck.