So this is the final sprint before alpha. The first thing I did this week I worked with Ron to finalize our information layer conventions. Basically, we have no editor for our game. At all. So we're using Maya, instead. What we're doing is we're splitting a level into 3 separate .fbx's: display.fbx, which gets drawn, collision.fbx, which goes to the physics engine, and an information.fbx. Information.fbx contains placeholders for all the other entities. Lights, routes, ability pickups, objectives, etc. We're embedding a little bit of data in the mesh names themselves, then Ron's loader can iterate through all the meshes in a model, look at their names and transforms and act accordingly.
The other thing I worked on is a multiplayer level. Last sprint, Blake had mentioned in our stand up that he was working on multiplayer, and had met some milestones there. I decided that it was kind of important to have a level to go with it. So I did that. for a couple days fairly solid. I missed the art lock by about a day but not for lack of effort.
Since then I've just been working with Ron to fix any random little things I missed, like incorrect texture references, a couple missing colliders, and a random bug where all the faces on a few objects were reversed. It didn't display them as reversed in Maya, but they were, oddly enough.
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