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Sprint 11 11/6/2018-11/13/2018

Lets talk: Meetings!... how about

So this is usually where I put my meeting, but I had 5 and they were all basically the same thing, bug fix after bug fix, as well as a time constraint of MIGS looming over me so there was hella crunch (and still is).

I was thinking this time i would go over art that my artist did, and how I fixed my bugs.

Lets Talk: Bugs!

UI: So this was by far one of the more challenging problems put before me, it required me to rebuild some of my old code. The reason for this is that I did poor future proofing. 

I planned on making each script small and separate like in an entity component system. That worked great.... until I had upwards of 30 scripts, and I cant even help find what my designer needs, not to mention the metric ton of references I needed, which made me feel... dirty. so i cut things down, and it is now very data driven and that's a good thing.

UNITY INPUTS: noooooo I am not mad... what do you mean you can hear my sarcasm through the screen. It's not like i expect a game engine to have BASIC INPUT functionality..... noooooooo.

 

Seriously though, if you are using more than one controller you have to get a plugin (I used rewired) to manage it otherwise unity jumbles up the inputs. God that makes me so bad, but it's fixed now so we are good.

Misc: Any random spell bug I found I have tried to squash them. this was the easier part of my week.

Lets Talk: The Final Sprint

POLISH, POLISH, and MORE POLISH. We are really close to having a clean prototype to present, as well as a cool presentation. From here on out it's crunch. I cant wait for it to get to a super polished state, and I cant wait to tell you how it went for presentations.

Phrase of the Week!

99 bugs in the code on the wall, 99 bugs in the code. Take one down pass it around, 117 little bugs in the code.

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