- what were your concrete goals for the week? (Copied from last week)
- I will get feedback about the current music gameplay and decide how to improve it.
- I will integrate the collision detection to the game engine. I will help with server if necessary.
- what goals were you able to accomplish?
- I was able to refactor the collision system into the new game engine based on GameObject and Component. Now the CollisionManager takes directly the GameObject and modifies Collider and Transform accordingly. I also added locks for shared data structure.
- I showed the music system to the team. I think it is customizable enough for whatever gameplay we want.
- if the week went differently than you had planned, what were the reasons? note that this happens regularly…I would prefer you to be aggressive in what you want to try accomplish rather than limit yourself to goals you know you’ll easily achieve. so answering this question is more of a reflection on the development process and the surprises you encounter, it’s not at all an evaluation.
- I did not find a way to test my integration of the CollisionManager with the new Game Engine. When it was a seperate system, testing was easy. But when it’s part of a larger system it is more complicated to test.
- what are your specific goals for the next week?
- I will try to test my integrated Collision Manager.
- I will figure out partial amount to move when collision happens (or maybe a tangent direction instead of just freezing), as discussed in Week 4, if necessary.
- I will start adding gameplay into the system (i.e. more components of the gameObject), such as HP, damage, etc.
- what did you learn this week, if anything (and did you expect to learn it?)
- I looked at our NetworkManager and made my CollisionManager have similar functionalities, like “static NetworkManager& instance()” function that returns a static NetworkManager to be used for all GameObject. And use “std::lock_guardstd::mutex lock(_mutex)” to conveniently lock a shared data structure. I didn’t expect to learn it. Our networking people is brilliant!
- what is your individual morale (which might be different from the overall group morale)?
- I am glad that the CollisionManager is more powerful and easier to use every time I refactor it. Till now it’s the third time I do the refactoring. Happy to learn a lot about the Unity structure of GameObject & Components during this refactoring.