Poltergames Blog Week 10
For week ten, development of Spector Inspector continues to move along smoothly. On the programming side of development, I, Bryant, continued to focus on developing an active turn based combat system featuring Inspector Spector and an enemy that he'd encounter. I ran into some complications regarding coding it, as I believed that creating an enemy AI(artificial intelligence) would be easier than it actually is. As mentioned in week-9, I have the back-end aspect of the battle system working, as I prepare to move forward to create a main menu, a pause menu, and a system that portrays the stats of the current party, beginning with Inspector Spector.
For Halvor's work in programming, he found much success with creating and finalizing his scripts that would allow the main character to walk through buildings - or at least, give the player the allusion of walking through buildings as they disappear upon contact. Through this time, Halvor fine-tuned the player movement script, allowing the player to rotate Inspector Spector in the overworld.
As we found our art-style for Inspector Spector, Eric has begun to move forward with creating textures that are repeatable and ready to use within Unity. Exploring different textures, Eric's work has made the Overworld look more exciting, as the programmer art has begun to be transitioned out. Moving forward, Eric has begun to work on interiors for the houses, allowing for player exploration in the Overworld to be increased.
On the other side of the art-team, Daniel has been focusing on iterating his designs for the houses that have appeared in each of our milestone presentations so far. For example, he's been adding roofing, and minor details to the houses that makes them feel more complete. Another one of his focuses as we move forward in development, is identifying and understanding what file exports from Autodesk Maya works best with Unity.