devin0xffffff / singed-feathers Goto Github PK
View Code? Open in Web Editor NEWSinged Feathers Game
License: BSD 3-Clause "New" or "Revised" License
Singed Feathers Game
License: BSD 3-Clause "New" or "Revised" License
Unreal Tutorials [2-3 hours - EVERYONE]
-Top Down Paper 2D (preferably one with map making)
-Multiplayer
-Map Making
We need to add to the repo/Documentation 3 documents:
architecture description
description of interfaces between components
description of whats in the databases
These don't have to be super formal but should be kept up to date!!!
Also we should delete the CompletedTasks.txt
What we have so far:
-Rectangular
-Tiles
-all flammable?
-each tile type should have a flash point/durability that determines how many turns it takes to light on fire
-how long fire lasts
-Resources available to player defined here
-Fire: Give off heat to adjacent tiles and burns pigeons
-Cannot set pigeons on fire directly
View/Players
-God mode/view
-2 Sides: Save vs. Burn
-Fire + Bird seed (maybe sounds?) and (optionally) water
-Limited in some capacity
Goal
-Save more than burned/ all tiles burned
-Click tile to Add Heat
-if over Flash Point starts fire
-Win if pigeons outlast all turns
Pigeons
-must always be an odd number
Turns
-amount of turns defined by map/level
Clean up repo by ensuring clean code
remove _testMapRaw
from MapController and load from file
Maintain the coding standards on the wiki and within the code base
Make sure our tests are up to date and include all logic.
This includes making a sprite for fire and replacing the current fire visuals
Update vectors to TArrays in our code.
Set up GitHub repository
Set up Travis CI
Set up Amazon CodeDeploy
This includes making a sprite, placing it in the map object and adding some code to make it burn.
We shouldn't have any dead code in develop nor any TODOs
In MapController
GenerateMap()
method, info like width and height etc. should come from file
[1 day, Devin]
Maintain the project structure and layout in GitHub
Research how we can store maps for the game
Do further research into Unreal Engine, specifically:
Update the github wiki with everything from the google doc
This should happen in tandem with making standards
Add the singedfeathers.online website to the repo
Right now I have a very crude if/else statement handling all of this, so it's a simple change. However, the approach may need to be reevaluated.
Estimate: 2 hours
Everyone else on stand by for questions.
Testing protobufs for this
Make pigeons move when they are too close to fire.
Unit test all our logic
Write and present elevator pitch--
Good job Garrett!
[3 Days, Devin]
Allow Core Game Client to communicate with S3 persistence layer
Ensure all the documentation on the wiki is up to date
This is essentially the opposite of fire.
Currently (in Develop), Fire seems to spread erratically.
In the interest of tetability, MonoBehaviours need to be implemented such that they can be tested. This pretty much means that no logic should live in MonoBehaviours.
-1 Map, simple mechanics
We should be committing the updated .sln and .csproj files so that travis can run the tests properly on builds.
Values like 'heat' should have a limit as to what they can be.
So that the map created is always in view and maximally focused
Get travis to build our game for webgl so that we can upload it to our S3 buckets automatically.
Set up travis to run our go and unity c# tests.
In MapManager
InstantiateTiles()
change InstantiateTile(_mapController.GetTileType(x, y), x, y);
to an object pooler
Then make Travis build it automatically
Unreal Engine has a lot of multiplayer functionality built in to it right out of the box. Research whether we will need to set up a separate server for online functionality, or if the entire project can be done through the engine.
This is a test issue
(Everyone)
Make control interface. See below comments for more details.
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