November Progress Report (Architecture Construction)
Added 2020-11-15 22:21:06 +0000 UTC
We're still polishing up the VS menu as of this week, and it seems like we'll be diving back into the battle scene to work on those features more starting this Friday.
Biggest To-Dos on our plate this November:
- Shader Pipeline - How we will handle fancy effects, transitions, and animations going forward. Like the scrolling pattern you see in the header image today. Psy wants to use Shader Graph instead of messing with prebuilt assets like the ones that've been giving us trouble lately. But that'll require some cleanup behind the scenes to get onboard with Unity's Universal Render Pipeline, so basically another week of messing with architecture will grant us finer control over all shader effects going forward.
- VS Menu - Polishing up the setup screens leading into battle, clearing up bugs one page at a time, testing for weird edge cases where things might break, and rearranging/adding some buttons here and there to improve the user experience. It is taking a long while to get all this right, but we'll also have the benefit of reusing most of these screens in the single player mode.
- Acclimate to Battle Scene - Our newer programmer Psy is about to dive into the battle system code for the first time and it may take a while to get ahold of how we're putting on this entire show. But by the end of this month he should be comfortable enough with it that we can start implementing those complex combat mechanics and animations we keep putting off.
Going forward, the development task timeline has been reorganized into 2 week chunks where we focus on single aspects of the game as a team in order to knock out specific features at a faster rate instead of tackling tasks from 3 different angles and essentially meeting in the middle to connect our individual pieces.
Next internal deadline is December 2nd, so by then we're hoping to have a polished up turn-based battle flow to go along with these menus we're working so hard on.