Development Log
May 6th, 2019
Completed:
- Paper prototype (Mitch)
- Development log (Everyone)
- Multiplayer basic functionality (Jacob)
- Augmented Reality basic functionality (Jacob)
- World generation (Jacob)
- Cube animation controller (Torren)
Working on:
- Syncing players (Jacob)
- Animation on units (Torren)
- Swarm mechanics (Mitch)
Backlog:
- Unit interaction
- Gesture implementation
- Win/loss conditions
Analysis of Playtesting:
Obstacles:
- Other classes
- Work time and stress
- Mitch is moving
Reflection of Process:
We discuss what we are going to work on and do it. We ask each other for
help with our parts when we need it. It is going well so far.
May 14th, 2019
Completed:
- Multiplayer Lobby + Cloud Anchor phase finished (Jacob)
- World placement with scalable interface (Jacob)
- Framework for client-side unit spawning using UNET including UI interface (Jacob)
- Live-debugging UI element (Jacob)
- Framework for game state transitions using UNET server to client communications (Jacob)
- 12-unit "mob" spawning script (Jacob)
- idle patrol pattern for mob (Jacob)
Working On:
- Animation and Models for units (Torren)
- Unit control Scheme/UI - UNET communications for combat (Jacob)
Backlog:
- Unit interaction
- Gesture implementation
- Win/loss conditions
Analysis of Playtesting:
To test server/client interactions, a combination of arcore's live preview within unity and usage of live feed back in the game was needed.
May 16th, 2019
Completed:
- Animation Controller for attacking + movement (Torren)
- Wizard model and base models + animations for each (Torren)
- Groups of pegmen that move together (Mitch)
- Dynamic colliders that can easily be changed based on blob size (Mitch)
- Prototypes displaying some of our main mechanics (Everyone)
Working On:
- Melee unit models and Fast unit models + animations (Torren)
- Incorporating unit models into overall game (Torren)
- Finite state transition scripts associated with unit interaction and colliders. (Mitch)
- All working on items from May 14th
Backlog:
Analysis of Playtesting
Watching how models animation logic acts in actual game will need to be done when the models are incorporated into the game.
May 30th, 2019
Completed
- Alpha playtest feedback discussion (All)
- Combat improvements/redesign (Jacob)
- Death animations for blob units (Torren)
- Mage ice spell animations and incorporation into combat (Mitch)
Working On:
- Getting ready for beta tests (all)
- Continued improvements to unit interactions/combat (Jacob)
- Spawn zone restrictions /number of unit restrictions (Torren)
- Integrating mage ice spell into combat (Mitch)
Backlog
- Win conditions
- unit strengths/weaknesses
June 3rd, 2019
Completed
- Beta Playtest discussion/decisions
- Combat synchronization and world state synch imrpovements (Jacob)
- Unit balance (Jacob)
- Unit spawn restrictons/economy (Jacob)
- Spawn zones (Torren)
- Terrain Design (Torren)
- Hints/Tutorial menu (Mitchell)
- Mage ice spell attack range/damage (Mitchell)
Working On
- Balancing unit damage
- Nerfing wizard attack range
- Postmortem
- Trailer/Visual
Beta Feedback
Feedback from the beta test was very positive! People really liked the novelty of the AR
and enjoyed the look of the game. People had very good criticisms related to unit management.
It is hard to distnguish between teams for peasant units. Tutorilization is lacking and needs to
be implemented. Win conditions would help with the pacing of the game. From what we noticed the initial
setup can be confusing, as we had to walk people through. The beta tests left us feeling there
was a lot of positive reception for the game.
June 8th, 2019
Completed
- Final version of the game (Everyone)
- The game website (Everyone)
Working On
- Game Trailer (Mitchell)
- Packaging of game source and github repo (Everyone)
Final Playtest Feedback
Playtest Survey Results
From both our own outstide playtesting and the final day of playtesting in class we were able to have 20 final playtesters. These people
saw the final version of our game and responses were positive. We were able to see people play through our game and get valuable feedback in
terms of what would make the game better. A common response in both our outside playtesting and the playtesting we did in class was that it
was difficult at times to tell what was going on. Another common response is that there was difficulty selecting units once the two armies
were engaged in combat. Adding some sort of unit hotbar/selection menu might help with selecting the units. Something we noticed is that people
really enjoyed moving around the combat, getting close to the action, pulling away, and moving around the game world seem to be a common occurence.
People explored the space and looked at the game from different angles. This game really showed the uniqueness augmented reality can bring to the game.