UAHDX Progress #5: Rebuild and Thanksgiving preview

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UAHDX Progress!
Part 5: Rebuild and Thanksgiving Preview


   Unfortunately, after co-developer Josh looked at the coding from the previous post, he determined that we needed to recode everything from the ground up. Not only was this due to my lack of knowledge of how the OOP in C# for Unity3D works, but also because, due to what he described as the "spaghetti code" and how I structured it similar to a procedural-based language, nothing would have worked in a network multiplayer game, due to objects lacking their own methods. In the past few weeks, we have recoded everything from the ground up, so that it would be optimized with the OOP features and for multiplayer.

   In the process, we have fixed scripts, added scripts and features, and optimized features. It took days to finish, but we plowed through all of the grudging work and reigned victorious over our personal and professional work outside of this project. Specifically, we have added self-illumination textures so that pucks and paddles will glow with a parallax diffuse, mostly finalized the Credits screen, and cleaned up the Battle game modes. Specifically, we have finished all powerup objects (except Army, and Swap places, which may be scrapped entirely), added powerup handling in order to activate and deactivate powerup effects, added a proper music support, added a powerup HUD, and have added a username text to float above paddles. Furthermore, at the request of our professor, who gave us a creeping requirement on our project's SRS, we have added a feature allowing the players in a netgame to email each other the results.



    Below is a YouTube video demonstrating all of the new changes. Although not shown in the video, the core code of the game also works with the other difficulty settings of the Battle Mode. (We have yet to adapt the existing code and test it for the 2p Air Hockey mode and for the Pinball mode.) What is left to complete for the video game project is to integrate netcode for online multiplayer, implement AI, implement proper raycasting for each player in their own player fields, and adapt the code for Air Hockey and Pinball modes.



  C&CC welcomed! Planned ETA to device/PC software stores is early 2015.

  -EagleSoft Ltd

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