Categorias: Todos - schedule - features - framework - integration

por Mike Ton 9 anos atrás

388

BlubberBuster

Development outlines for a project include several key dates and tasks. Initial work features the introduction of core components such as entity states, enemy AI, and player input logic.

BlubberBuster

BlubberBuster

Schedule

Code
AbilitySystem

(extend)

FlamethrowerAbility.cs

BaseAbility.cs

DoAbility(){}

(var)

PlayerController.cs

(func)

ResetInput(){}

ToggleInput(string inputName){}

bool GetInputValue(InputButton button){ ... }

UnlockInput(){ ... }

LockInput(){ ... }

ChangeInputSource(InputSource source){ ... }

(loop)

Update (){}

animController.UpdateAnimations(this);

controller.Move(currentMovement);

// Captures intention; actual pillbox position based on collection of abilities ???

foreach (BaseAbility ability in AbilityManager.Abilities){...}

if(ability.IsActive){ ... }

ability.DoAbility();

playerStateController.UpdateStates(this);

(init)

OnDisable(){}

OnEnable(){}

Start(){}

(framework)

DamageService.OnHitdDelegate += AbilityManager.HurtAbility.doHit; DamageService.OnDethDelegate += AbilityManager.DeathAbility.doDead;

DamageService = GetComponent();

(abilities)

animController = GetComponentInChildren();

controller = GetComponent();

AbilityManager.Abilities = GetComponentsInChildren();

(io)

playMakerInput = GetComponent();

this.transform.localEulerAngles = new Vector3(this.transform.localEulerAngles.x, 90, this.transform.localEulerAngles.z);

// ???

playerStateController.SetState(PlayerStates.IsMoveable, true);

playerStateController.SetState(PlayerStates.IsActive, true);

isInputLocked = false;

inputSource = InputHandler.instance;

cHealth.cs

DamageService

InputSource.cs

inputSource

(setters/getters)

AbilityManager

PlayerStatesController

playerStateController

// this instance???

BaseAnimController.cs

animController

[RequireComponent(typeof(cHealth))]

Project
developer Team

Proposal

Rider

Rate

Urgency multiplier

Normal

Critical

3 x Normal

60 hour per Week

Junior Rate

Deployed Towards

Scheduling/Documentation

Tech Art and Tool/Feature Maintenance

Ai Tran

Debugging, and Build Maintenance

Terry Nguyen

25 hour per Week

Lead Rate

Options

Programmer For Hire

disadvantages

unknown talent mix

Feature developer vs. Maintenance developer???

Maintenance == mid to late project phase

Feature == early project phase

Code and Unity structuring??

unknown progression rate

advantage

full time attention and resolution

Seattle Team Lead by Mike

disadvantage

Limited hours

Will not be able to effectively to consistently update and maintain a calender

Mitigation

Bring on a Producer

Amelia Miller

Amazing Scheduler/ Tech Shader + GUI

Less than 2 direct meeting per week

< 25 hr per week

require offloading of non critical work to student

will supervise and be responsible for result however.

exception being breaks and holidays

advantages

Mike Ton

ability to fluidly bring on and move out help according to challenge

direct communication with student team at AIE

timely and significant feature progress and development

knowledge of framework

18 months

rc

last 3 months

bug squashing/cutting feature

beta

12 months

polish existing features

alpha

3 months

new feature development

Teaser
August 2nd
July 26th

Integration

collision

(fix)

animations

'Janitor_RG' AnimationEvent 'DoAnimationEvent' has no receiver! Are you missing a component?

// Stubbed out animationscript with DoAnimationEvent receiver

ope

Itween

BCE0011: An error occurred during the execution of the step 'Boo.Lang.Compiler.Steps.SaveAssembly': 'Disk full. Path /Users/mton/GoogleDrive_mt/RemoteWork/BlubberBuster/Enemy_AI/Temp/Assembly-UnityScript.dll'.

Puppet2D

Playmaker

Visual

Fluid

???

for single mass entity

Ex: Level Hazard such as water rising

// More difficult may need to look into commercial/existing plugin

for individual entities

Flocking/ Wave

for entities

Functionality

Damage/Hit Logic

Framework

implement

July 19th

FrameWork

Initial

Structure

Aspect vs. ObjectOriented

Component

Replacement/Switching

Delegates

// Facilitate integration of mass components

// Flexible change to Character/Level relationship

Interface

// Good Change/Breakage ratio

Features

Entity

States

Animation

Enemy AI

==

PlayerPackage - Input + (Nav + LogicTrigger)

// Logic will be based on xform+tag/layer search

LevelHint