A few minor things between client and server still exist; as it seems, even if Team 2 captures a point; it is captured for Team 1. Additionally, the player scores, names and other variables are not being cleared in new sessions; and names from the lobby are currently not being used. These kind of problems are easily fixed.
This semester is at it's end, and the team which worked on it will now be working on their own projects; hopefully, with much enthusiasm! I believe they will do very well.
The programmers were more involved in this project than the last; and we even had designers this time round; but as with any project, things went askew and the fathomable happened (as it was known to be a probability).
Josh and Mitchel both have good concepts, and seem quite eager to get their projects off to an early start; with concepts and teams already established I wish the best of luck to you guys.
A few things you might want to consider before getting stuck into it of course. Such as talking to your programmers about what limitations there will be, what can be done; and what you want to do. These guys know the engine and what it is capable of, and they can research what could be done to make what you want possible.
Even if things don't look great at first, you can always refine them. Commercial games go through the same thing. This is apparent in animation, scene construction and well, pretty much anything to do with the game.
Communicate well and manage your time; if something is out of reach it's most likely best to push it back and put a 'maybe' sticker on it. Programmers need to remember to document their code from day one; it is useful stuff! Really, just make sure before you do anything; roles are assigned.
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Tested multiplayer with 10 machines today; at some point while running the server in release, it crashed; after using a debug batch we couldn't get the error any more :(
ReplyDeleteIt wasn't so bad, it's entertaining for a little while and could easily be refined. Additionally, testing quickly proves to be useful with the feedback of people playing; such as 'inverse' controls.
More functionality/control over the hosting is needed; as clients being in control of the game's postponed start is tedious.
Several issues with the message updates for scores and names etc still persist; though many were fixed.
The workshop GUI is currently still being mean to Will; giving him light-recreation errors :)
All's well; we should submit a final build today; for the assignment here at least.
its spelt MitcheLL and its actually stuarts that is the other game that we are working on.. and dont worry, what we're aiming for only seems to be a very small but very awesome "demo" level of the game
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