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Sprint 9 Networking Grind  & impediments  10/23/2018 - 10/28/2018

Lets talk: Meetings!

Meetings:

10/23 Sprint planning as usual, my task for the week is networking, and I will most likely have a hard time since multiple projects and deadlines have coincided.

10/26 A quick catch-up meeting, The artist has done some cool stuff and so has the designer, I managed to get networked players in, but all it is is movement for now

10/27 A meeting with the school newspaper and some cleanup for player movement. The system I made fore level design, while finicky, is really helping my designer do some cool things. Also made sure the upgrade to unity 2018.3 beta went smoothly. 

Research:Mostly networking issue research, I didn't do too much as I found my work time was pretty tight.

Networking: Oh my this is a beast, it's challenging to test for bug and mistakes, especially when other classes are destroying my schedule. I managed to get some basic functional gameplay networked but I have a long way to go.

QA Prep: I made sure that the build my designer made was ready for QA and the level was being made properly.

Lets Talk: What I did!

Lets Talk: Networking Concerns: coming to Fruition.

Breaking things: Ya, I was spot on with this one, Photon has to have a special instantiate and calls to functions. Fortunately, Photon handles networking pretty well so I wont need to be as worried as I was about the type of networking I will use.

The system, however, is another beast entirely. I am coding things a bit redundantly and the efficiency will suffer. Also suffering is bug squashing as attacks sometimes double on each other... or maybe ten times over.

Phrase of the Week!

Networking... just networking.... 

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