Monday, November 4, 2013

League of Awesomeness 11/1 update

Hey everyone!  We're going to make videos showing the different features of our game, here's the video of what's new as of last Friday.


Friday, November 1, 2013

As of yesterday evening, the HUD is live. All visual parts are in place, some are placeholder assets. And there are limited keybindings in place. More coming next week along with clickablity.

Thursday, October 31, 2013

Back from break, and working hard with the team. We got text to appear in-game, and I am working on moving audio from the test code I wrote into the main project.  WPI likes to make it very confusing to schedule rooms here, so all our meetings are currently sponsored by APO.

-Emily

ATTACK!

Our warrior now has an attack to use!  When he attacks an enemy, they will die, and he won't take damage.  If he's not attacking, then he will take damage.  The attack uses up stamina, so you can't just keep mashing the button.  Stamina recovers over time.

So yeah, we have the foundations for our attack in the game!  His left/right sword swing animation is in, and the animations for the wolf enemy.

Wednesday, October 30, 2013

So...the HUD exists; however, I forgot to commit it when I finished and continued work on the funtionality part. Now the HUD is back under construction, so I decided I'll just commit the whole [finished] thing later this week.
So I just refactored the GameScreen class. Now GameScreens initialize themselves from a given text file, so you can have levels with different objects and setups. We now have three basic levels: a village, a forest, and a cave. None of them are in their final state, but that's still great progress.

- Jordan

Saturday, October 19, 2013

I've really negleted blogging this term, haven't I? Sorry about that.Plan for breaak is to complete the HUD and its functionallly. Will post again when it's done.