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Showing posts from February, 2023

Riptide Override: Sprint 2

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       Sprint 2 has concluded with a total of 32 points completed. A solid 6 more then Sprint 1, giving us a velocity of 28 points. Here's the graph I made showing our current and projected progress.  I worked in a few different categories for this sprint. Modeling, scripting, and bug fixing were the primary ones. I also quintupled (had too google that one) the backlog to ensure that my group had a plethora of cards to work with for our upcoming sprints. The first issue I dealt with was a major bug fix. While showcasing our current prototype to my roommate, I unplugged my laptop and brought it over to him. When we hit play, the player moved in slow motion, and could not even rise. Plugging in my laptop fixed this. After a few more days of testing around this problem, It became apparent that stronger devices would have player movement speeds higher, while weaker devices made them slower. It turns out that this was because I made the movement tied to fps. when plu...

Riptide Override: Sprint 1

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      The first sprint of seven has just concluded for Riptide Override. I was elected lead for this group and was quite fortunate that all other three members are "programmers", as this is where my skillset lacks in the most. That being said, movement scripts are something I am pretty decent at, so it's the first thing I started to work on for this project. I started off by making the vertical movement system. This would end up being the only control the player would be able to interact with during the side scrolling portion of the game. I made it so the movement was fluid and would accelerate in the set direction until hitting a specific speed. From there the next course of actions was horizontal movement. In the final game this would not be controlled by the player, and the character would move to the right at a set speed. For the sake of development and testing though, it has been binded to a key, so we can stop whenever we want to. ...