Tuesday, 27 November 2012

After conducting client meeting last week

We got several suggestions:
- player and monsters should be behind the environment
- new item to increase player's speed temporarily
- 3 kind of traps: stop, slowing down, lose all items in inventory
- proper victory and lose text
- sound effects for each actions
- good player animations if walking
- option for the player to choose between online and offline game, and 1 or 2 players

We still could not find any web hosting which is capable of socket installation and node js. Fortunately, Mr. Roberto said that it does not really matter if we do not host to the server, at least it is able to work in the localhost. He reviewed our cycle report 3 and did not find any problems with it.

Tuesday, 13 November 2012

After meeting

After conducting meeting with Anggi and Gerry. We decided that we discard the count down trap bug and continue to move on.

Currently, Gerry and I have to create the monster movement without using built-in random function from construct in order for the multiplayer function works.

Bugs found

There are several bugs need to be fixed:
- active trap count down
  -> when the player catch the trap, the countdown works only on player 2 (bottom) screen

Main Gameplay Finished and finding bugs

All main gameplay features are integrated and the game is able to be played by 2 persons in one computer. Currently it is in the progress of finding bugs.

Features that are still in development:
- multiplayer (playable between 2 computers)

Friday, 9 November 2012

Monster AI Improvement and project progress

Bug that I found before has been solved by creating another behavior in the monsters which is 8 direction. Even though I have solved it, but currently I still don't know why it happened and what caused the bug to happen. This improvement was hard enough because I needed to change quite a lot of our existing features  and spent a couple of days thinking over it.

Monster AI explanation:
I created another sprite object that represent the monster's soul to guide the monster movement, whereas the monster object itself works as the animation. If the soul is heading/going to right then the monster animation (monster picture) also moves to right.

Other than that, I also have created another feature which is re-spawn holes. Whereever the player fall into a hole, the hole will disappeared and re-spawn in somewhere random location.

Currently I have upload the project into google code and asked everyone to test it and give feedbacks if there is bug or may be some incomplete features.

However, there is another feature, which is multiplayer, that has not been integrated because Anggi is still developing it. I sense that integrating it will be very very though because Anggi said that we cannot use random feature from the built in construct 2 feature, therefore we need to change most of the features we have already created in order for the multiplayer feature works.

There are also some features that have not completed yet:
- Splitscreen (has not been integrated)
- Jewel item: to increase player's speed temporary (new feature but still in the form of idea)

Thursday, 8 November 2012

Monster improvement leads to bug

I have tried to improve the monster AI by using animation of the monsters, if it turns left then the animation is also turned left, and so on. I tried that by creating another object as the monster soul to guide the angle of the monster where the monster is heading and the monster itself works as the animation.

At first, I found that it is done, but unfortunately when I continued observing the monster behavior, I found a bug where the monster can go through solid object (environment object). I have no idea why it becomes like this. I have tried so many ways but still not able to find the problem source.

Friday, 2 November 2012

After conducting a meeting with Mr Roberto Dillon

Finally, the bug in spawning the trap for the first time has been resolved by creating one numeric instance variable in trap spawn points called "is_occupied". If the value is 0, it means that the trap spawn point is NOT being occupied with a trap and if the value is 1, it indicates that it is being occupied by a trap.

After conducting a meeting with Mr Roberto Dillon, he said that our progress is good and the gameplay is also good enough. Furthermore, he also gave some advices to the gameplay, which are:

- variation of Question mark
- destroying monster gameplay
  - number of sword (one sword only or many)
  - number of monster
  - the method how player kill the monster

The most important one is that Mr Roberto has lent us his key code in order to make the Construct 2 become paid license. Therefore, the event limitation which was our serious issue has now been resolved. Thank you very much Mr Roberto Dillon.

Thursday, 1 November 2012

Bug found in spawn trap

After several times trying executing the program, I realize that there is a bug in spawning the trap for the first time. The bug is sometimes there are traps that double spawn in the same location. In effect of that, there is miscalculation about the number of trap that the player has.

This applies also in spawning the monster for the first time, however because the monster is moving, it will not be an issue.

Solving spawn problem

Finally after thinking and trying over and over again, I solve the re-spawning monster problem and I happened to create the AI of the monsters at the same time in spite of the monster's AI is Gerry's part. Tomorrow we are going to conduct another meeting, then I will tell Gerry about the monster's AI I created just now to have his opinion.

Other completed feature:
- Getting and activating trap
- Holes feature to transfer player into another random hole location
- Respawn sword after taken by players

Note: Currently, Construct 2 event limitation issue is still unsolved.

Construct 2 event limitation

After making several progresses, finally I encounter a serious issue which is event limitation that construct 2 has because of its free license. My other members and I still finding the solution how to overcome this issue.

After do meeting and working together

Currently I have combine my work with Gerry's work, which the all the features completed are:
- all random spawning
- Players animation (if he moves left, how does it look like, if he moves right, how does it look like, etc)
- interaction with items
- interaction with monsters
- interaction with treasure
- finishing second player movement and interaction (in progress)
- solving and finishing spawn feature

After completing random spawning and discussing with my other members, I realize that spawning feature is still incomplete. After spawn monsters for the first time, it has to re-spawn again another monster if one of the monster destroyed, which is still not functioning in this spawn feature. However, currently I am still thinking how to solve that problem, how to check the spawn point is already spawn a monster or not, so that it can spawn another monster.