Journals - mansinh/Golem-Heart GitHub Wiki

Nae

Week 1

  • Been focusing on the Style direction for the golems in that case, what they do and what type they are
  • Second, documented how to give Golems Skills and the skill tree for each separate type of Golem
  • Worked out the Rough Wireframe for the skill tree and how the skills work once activated/chosen

Skill tree blueprints

Week 2

  • Implementing the skill tree into the main Code
  • Adding Unit Menu (activates when pressing on any unit in the formation menu)
  • Unit Menu gives access to Upgrading units stats or Merging them with other units of same time

Week 3

  • Boilerplate Skill tree finished
  • Skill tree for all units implemented
  • further improvement of upgrade system and visuals

Week 4

  • Sound Effects
  • Logo
  • Slides
  • Video
  • Scraps/cores upgrade system bug fixes

Manny

Week 1

  • Discussed new upgrade features and types for the golems
  • Decided to make formations grid based and fixed direction and to make enemies come in formation too
  • Started implementation of the new golem types
  • Collected reference images for golems, setting and art style
  • Made some concept art and preliminary models for golems (mage and melee)
  • Made a mock screen shot for gameplay including environments and player units to see how the concept art comes together and concept art for the main title

Week 2

  • Imported models into the project from Maya
  • Implemented materials for the unit models
  • Implemented basic animation for attacks
  • Implemented skills for tier upgrades for ranged, melee, defender and bomb units
  • Unfortunately the above took more time than planned and little progress was made with formation and enemy features

Week 3

  • Finished off some animations for things such as attacks, death, spawning etc
  • Did some work on the level such as the ground material and spawning of corpses
  • Did some improvements for the UI of the Unit Menu and commanding the units
  • Started to work out a system to control the number and types of units for a wave over time
  • Had some trouble with lost work after merge with Github
  • Decided to remove the Mage unit (which was a too complex) due to time constraints. Also tried out a grid system for the unit positions but found it annoying during gameplay so removed it
  • Made the brightness of the glowing crystals reflect the health of unit

Week 4

  • Implemented the wave controller up to a working standard. Could be improved in the future
  • Created an enemy boss that consists of a random group formation of enemy units surrounding a Queen enemy that can repair her group
  • Made it so when an enemy unit is destroyed it has a chance of leaving either an intact corpse or a core/scrap. Cores/scraps can be used to upgrade individual stats in the Unit Menu
  • Added invisible walls to keep the player from moving off the level
  • Various bug fixes such as the defenders body mesh disappearing instead of increasing in size when levelling up/merged (set scale typo), units sometimes flying off the screen on collision with other units (needed to set collision with other pawns to overlap), the queen being invisible to the players units/attacks (forgot to add the "enemy" tag) etc.
  • Added some material effects to the logo in the main menu
  • Did some last minute cleaning up of the UI, including adding portraits of selected units
  • We ended up about a week behind schedule due to feature creep and Github issues so we didn't have much time to play test the game or implement many sound effects