Progress Update #16

Masters Of Conquest

Latest Improvements

  • MiniPlanet: Refactored to Locator
  • Anchor: Fixed backward follow (Three AI issue)
  • Heroes: Locator logic
  • Locator: AI markers.

Next Steps

  • AI: Bug with killing AIs that were spawned with player in game.
  • SettlerScene: 3 shrine clusters,
  • LevelTools: Great Arc Placement
  • Shrine: Attackable Structure/Bullet dynamic
  • Shrine: Spawn unit Lerps to location instead of coming in with the SpawnPoint.
  • Shrine: Spawn NPCs facing away from the shrine
  • AI: OnDeactivate hide Health bar
  • AI: Master client do not show health bars
  • AI: Master client do not show activate spawn points
  • SpiderBot: Outline with has to be lower than that of Vampire and Wyvern. Why?
  • SpiderBot: Outline does not turn off when aim is no longer locked by the player.
  • PathMarker: Point forward to next marker while keep up normal to the surface.
  • Attack: RayCast implementation?

Progress Update #15

Masters Of Conquest

Latest Improvements

  • PathManager: Implemented scout path (closed path created from list of locations)
  • PathManager: Fixed Self orient bug, issue with finding proper path orientation.
  • PathManager: Fixed follow gimbal lock issue.

Next Steps

  • MiniPlanet: Map NPCs
  • Shrine: Attackable Structure/Bullet dynamic
  • Shrine: Spawn unit Lerps to location instead of coming in with the SpawnPoint.
  • Shrine: Spawn NPCs facing away from the shrine
  • AI: OnDeactivate hide Health bar
  • AI: Master client do not show health bars
  • AI: Master client do not show activate spawn points
  • SpiderBot: Outline with has to be lower than that of Vampire and Wyvern. Why?
  • SpiderBot: Outline does not turn off when aim is no longer locked by the player.
  • PathMarker: Point forward to next marker while keep up normal to the surface.
  • Attack: RayCast implementation?

Progress Update #14

Masters Of Conquest

Latest Improvements

  • SpiderBot: Fixed instantiation bug.
  • Wyvern: Fixed instantiation bug.
  • TestManager: AI BecomeAlertCommand
  • Anchor: ReorientSelfToFaceNPC
  • AdminTools: Toggle debug, debug ray for NPC followed.
  • TestManager: Network Scenario 3
  • PathManager: PathTypes (Line, Loop)
  • PathManager: Random point to Random point circular path
  • Anchor: Predator ReorientSelfToFaceNPC
  • AI: Implement Follow Behavior
  • Anchor Follow: Implement Safe Distance
  • Anchor Follow: Z Axis Freakout, Euler to AngleAxis Conversion – in progress

Next Steps

  • Shrine: Attackable Structure/Bullet dynamic
  • Shrine: Spawn unit Lerps to location instead of coming in with the SpawnPoint.
  • Shrine: Spawn NPCs facing away from the shrine
  • AI: OnDeactivate hide Health bar
  • AI: Master client do not show health bars
  • AI: Master client do not show activate spawn points
  • SpiderBot: Outline with has to be lower than that of Vampire and Wyvern. Why?
  • SpiderBot: Outline does not turn off when aim is no longer locked by the player.
  • PathMarker: Point forward to next marker while keep up normal to the surface.
  • Attack: RayCast implementation?

Progress Update #13

Masters Of Conquest

Latest Improvements

  • AttackableObject: Refactored OnTriggerEnter damage logic.
  • Anchor: Refactored deactivate sequence.
  • CharacterTools: Added DamageModifier to character profile.
  • Shrine: Added logic for circular AI spawn on AI death.
  • Shrine: Fixed RPC ActivateSpawnPoints indexing bug, random point.
  • AI: Added death sequence, animation and wreck instantiation.
  • SpawnManager: Implemented wreck reorientation.

Next Steps

  • Shrine: Spawn unit Lerps to location instead of coming in with the SpawnPoint.
  • Shrine: Spawn NPCs facing away from the shrine
  • AI: OnDeactivate hide Health bar
  • AI: Master client do not show health bars
  • AI: Master client do not show activate spawn points
  • Shrine: Attackable Structure/Bullet dynamic
  • AI: Follow Behavior
  • Bug with SpiderBot and Wyvern prefab instantiation.
  • SpiderBot: Outline with has to be lower than that of Vampire and Wyvern. Why?
  • SpiderBot: Outline does not turn off when aim is no longer locked by the player.
  • PathMarker: Point forward to next marker while keep up normal to the surface.
  • Attack: RayCast implementation?

 

Progress Update #12

Masters Of Conquest

Latest Improvements

  • SpiderBot: Finished HealthBar hookup.
  • Wyvern: Finished HealthBar hookup.
  • DebugTools: Reintegrated login override.
  • MasterClient: Should now disable HealthbarBehaviour.
  • ShrineTrigger: Fixed disconnect issue
    • The object of type ‘PlayerController’ has been destroyed but you are still trying to access it.
      Your script should either check if it is null or you should not destroy the object.
  • Player: Reworked attack stack.
  • AdminTools: Added repopulate command to Cluster interface.
  • Shrine: Improved HealthBars and health logic.
  • NetworkStructure: New implementation.
  • LaserBullet: Reworked OnTriggerEnter logic.
  • NetworkAnchor: Converted to NetworkAI and build everything around AI behavior, instead of the anchor.
  • CharacterTools: Implemented interface and basic functionality.
  • GameState: Added functionality for saving and loading character profiles locally. (ManaCost basic ability)

Next Steps

  • AI: Death Sequence
  • AI: Follow Behavior
  • Bug with SpiderBot and Wyvern prefab instantiation.
  • SpiderBot: Outline with has to be lower than that of Vampire and Wyvern. Why?
  • SpiderBot: Outline does not turn off when aim is no longer locked by the player.
  • PathMarker: Point forward to next marker while keep up normal to the surface.

Progress Update #11

Masters Of Conquest

Latest Improvements

  • AdminTools: Login override toggle.
  • TestManager: Network Scenario 1 (Raise fallen shrine)
  • TestManager: Network Scenario 2 (Raise fallen shrine, spawn anchor, toggle anchor orbit)
  • DebugTools: Master/Admin login override.
  • PhotonNetwork: Revisit New with anchors.
  • Client: AI jittering movement.
  • Client: AI does not animate.
  • CrosshairBehavior/AI: Fix NPC highlighting logic
  • CrosshairBehavior/AI: Modify all prefabs to allow highlighting.
  • AI: Simplified healthbars logic.

Next Steps

  • Player: Attack revisit.
  • SpiderBot: Healthbar hookup.
  • Wyvern: Healthbar hookup.
  • SpiderBot: Outline with has to be lower than that of Vampire and Wyvern. Why?
  • SpiderBot: Outline does not turn off when aim is no longer locked by the player.
  • PathMarker: Point forward to next marker while keep up normal to the surface.

Progress Update #10

Masters Of Conquest

Latest Improvements

  • AdminTools: Select Interface Path marker next marker toggle.
  • PathManager: Created PathMarker GameObject container.
  • PathTools: Fix bug with select closest marker.
  • PathManager: Extended path management, AbandonPath should now remove old path reference, container and marker game objects.
  • AdminTools: Setup Explore Path troubleshooter.
  • PathManager/Anchor: Explore path development.
  • PathManager: OnAbandonPath remove PathMarker GameObjects from the scene.
  • PathManager: Rework explore path generation, currently PathMarkers are placed in one line.
  • PathManager: Fixed marker debug ray not updating on Reorient.
  • TestManager: Added multi Spawn scenario
  • AdminTools: Implemented anchor bug mode.
  • AdminTools: Fixed midway normal bug.

Next Steps

  • PhotonNetwork: Revisit New with anchors.
  • AdminTools: Potential scenario scheme rehash to include dependency injection.
  • PathMarker: Point forward to next marker while keep up normal to the surface.

Progress Update #9

Masters Of Conquest

Latest Improvements

  • Shrine: Fixed bug where Anchors spawn not synchronized with AI position
  • Anchor: Figured out proper ReorientSelf Algorithm.

Next Steps

  • PathManager/Anchor: Explore path development.
  • PathManager: Create PathMarker GameObject container.
  • PathManager: OnAbandonPath remove PathMarker GameObjects from the scene.
  • AdminTools: Potential scenario scheme rehash to include dependency injection.
  • PathMarker: Point forward to next marker while keep up normal to the surface.

 

Progress Update #8

Masters Of Conquest

Latest Improvements

  • MainMenu: Implemented Login Override for faster troubleshooting.
  • TestManager: Implemented basic setup with capabilities to run simulation scenarios.
  • DebugTools: Acquired ability to turn off debug rays.
  • GameState: Added configuration for auto test scenario loading on Play mode.
  • AdminTools: Extended AI Control to include toggling freeze state and boost AI speed.
  • AdminTools: Extended AI Control to include path commands.
  • PathManager: Implemented abandon path behavior.
  • PathManager: Implemented random walk path generation
  • Anchor: Implemented debug rays setup..
  • Anchor: Improved trajectory marker.
  • Anchor: Perform various simulations to troubleshoot issue with the ReorientSelf algorithm.

Next Steps

  • Anchor: Reorient self bug/Lack of proper algorithm, still need to figure out a proper way to calculated Euler angle.
  • PathManager: Create PathMarker GameObject container.
  • PathManager: OnAbandonPath remove PathMarker GameObjects from the scene.
  • AdminTools: Potential scenario scheme rehash to include dependency injection.
  • PathMarker: Point forward to next marker while keep up normal to the surface.

 

Progress Update #7

Masters Of Conquest

Latest Improvements

  • AdminTools: Fixed issue with targeting on Macro Scenario.
  • PathManager: Reimplemented orbit path generation.
  • PathManager: Implemented functionality for generating explore paths.
  • Anchor: Implemented explore command.
  • Anchor: Implement find path command.
  • PathManager: Moved path creation to this instead of Anchor.
  • PathTools: Created basic editor interface for exploring active paths.
  • PathTools: Implemented selection functionality for markers and path owners.
  • AdminTools: Integrated Simulation Scenario 4 for curved space troubleshooting.
  • PathManager: Rehashed path marker generation to accommodate curved space.
  • AdminTools: Integrated Great Arc line/Anchor Trajectory to troubleshoot AI explore mode
  • DebugMode: Debug rays AI and PathMarker (ReorientSelf troubleshooting)

Next Steps

  • ReorientSelf: Explore mode does not reorient itself correctly for large distances.
  • AdminTools: Potential scenario scheme rehash to include dependency injection.
  • PathMarker: Point forward to next marker while keep up normal to the surface.