Nevermind
We gave up on the melee attack. It was eating up too many hours of manpower, and neither myself nor James, my lead, could figure out what the heck was going on and why it wouldn't work. So the leads decided to just cut it, as much as Charlie and Max wanted to keep it in there. Unfortunately, this did come at the end of the week, after I spent another 9 or so hours attempting to get it to function. I did accomplish some things though, namely implementing the Rocket Booster gri
Melee Attack Pt. 2
I was wrong about being close to a breakthrough. Once again, the melee attack has considerably eaten into my time this sprint - for whatever reason I just cannot get messages to send correctly and players to move when they should. I can get it working on EITHER a server or a client, but never shall the two work simultaneously. However, this time I cut myself off, and was able to get some larger things OTHER than the melee attack done this week. We now have a way to tell which
Melee Attack Beginnings
Lets start off with the quick things. First of all, this was spring break week, meaning it was sort of an odd sprint to begin with. I did some more small things, like fixing a sticky key bug we were having and implementing a controls help screen. Then I moved onto the beginning of a melee attack for our game. Now you'd think this wouldn't be to hard - that we would just have to do something similar to the guns and have a raycast out from the player, etc. etc. But let me give
All the Small Things
This week was a week of a number of small changes. I spent the first part doing a little touch up to our analytics tool in order to make it more user friendly for Tim. After that, I did a number of various small, unrelated tasks. Things like implementing our kiosk mode scene where the trailer will play, making some changes to the ground and air movement, and implementing the critical health vignette. I also did a little bit more of implementing Tyler's animations, this time
Neverending Analytics
This week was... a long one. Just to get the guff out of the way first, I did a few basic things to start the week off, namely hooking in a few of the fantastic animations that Tyler has been working on for the new character model. After that, it was all analytics. I spent literally all of my time this week creating an analytics visualization tool for Tim to use so that he can properly utilize all the data that I set up to output to CSV last week. This turned out to be a larg