Wednesday, March 30, 2011

Fortune Hunter Update Again

    While running the game in class last time, we came up with a lot of stuff that needs improvement. The list of all the things we're working on right can be found on our wiki's Timeline page. While we don't have specific dates, we are all very well aware of how much time is left in the semester. Some tasks are bound to be harder than others, and will require more time than others, but this won't be realized until we're actually working on them.
    I also updated the wiki to include some testing tips. I had to force the resolution on my external monitor to a larger one (which I know the 22-inch TV can support), and found some relevant xrandr stuff from googling. i added detailed instructions for my other team members. Using the scale function, we can at least see the entire game on our laptop monitors, even if it's less than ideal clarity.
    I played the game a few times (the right way) and realized the progression of the dungeons. I was worried because the feedback from Jon and our actual experience with the game seemed to indicate that most of the first version's features hadn't yet been implemented in our second one. Jon sent us over to Justin Lewis, who claims to have done most of the code for the second version and would be able to answer our questions. Jon also mentioned that the dungeons are noticeably different when going from one to another, because the scenery/theme changes. Yea, that never happens in the second version and we couldn't play the first version well enough to find out. But I did discover that you actually do progress through the dungeons in the second version, the only indicators being that "the door slams behind you!" and an "INVALID FLAG" error in the console. Sounds great. However, upon arrival in the 3rd dungeon, I really was stuck, and couldn't move through any of the doors. I know where the dungeon room files are located, and now that I can get to that part in the game, I can test to make sure I fix the right line.
    I also found a way to deal excessive damage to the enemies during an attack, so we can progress easily through the game for testing purposes (such as to get to the third dungeon).
    They seem to be in the process of implementing all these old features into the new game, but at a slower pace. They also seem to be willing to take whatever help they can get, and that's what we're here for.

No comments:

Post a Comment