Progress Update #21

Masters Of Conquest

Latest Improvements

  • CombatManager: Implemented behavior for tracking combat sessions
  • Anchor: Fixed issue with AI position
  • TestManager: Added Deactivate anchor test (Scenario 3)
  • AdminTools: Added Toggle – “Deactivate Anchor” commands
  • TargetFinder: Implemented OnMove delegate reset
  • LevelTools: Refactored center marker cluster logic
  • AdminTools: Adjusted Cluster Altitude float marker logic
  • TestManager: Implemented IssueCommand_MoveToClusterCenter
  • Shrine/AI: Integrated OnDeath Spawn new anchor
  • CombatSession: Added SetAnchorPath method to MoveToClusterCenter

Next Steps

  • CombatSession: Scenario 2/Missing Defender/Continual attack flow issues
  • AI: TakeDamage RPC
  • AI: Attack mode networking
  • AI: Bug with killing AIs that were spawned with player in game.
  • Shrine: Attackable Structure/Bullet dynamic
  • 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 #20

Masters Of Conquest

Latest Improvements

  • TestManager: Implement Simulation scenario #2 settler scene
  • AI: Implemented Attack Mode animation toggle
  • Anchor: Added attack mode IsAtAttackDistance
  • Anchor: When target detected Abandon Current Path
  • AI: DamageLoop Couroutine for attack mode (idle time between attacks, damage) animation wrap mode loop => default
  • AI: Implemented CombatSession
  • AI: On Kill FindPath

Next Steps

  • AI: TakeDamage RPC
  • Shrine/AI: OnDeath Spawn new
  • AI: Attack mode networking
  • AI: Bug with killing AIs that were spawned with player in game.
  • Shrine: Attackable Structure/Bullet dynamic
  • 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 #19

Masters Of Conquest

Latest Improvements

  • TestManager: Fixed bug with cluster spawn
  • AdminTools: Minor Improvements
  • AdminTools: Object Altitude
  • AdminTools: Ring Generator Scale Issue
  • Generator: Singleton => static

Next Steps

  • AI: Bug with killing AIs that were spawned with player in game.
  • Shrine: Attackable Structure/Bullet dynamic
  • 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 #18

Masters Of Conquest

Latest Improvements

  • Generator: Implemented multi-cluster generation
  • Generator: Implemented cluster IDs
  • TestManager: Implemented multi-cluster shrine construction
  • TestManager: Implemented settler scene (3x3x3 AI) scenario
  • AdminTools: Fixed issue with repopulate <Faction>pool command
  • Anchor: Made AI Push up to surface prior to spawn instead on Awake

Next Steps

  • TestManager: Bug Settler Scene Scenario Cluster2 Shrines won’t build, might need to use Delegate Actions
  • AI: Bug with killing AIs that were spawned with player in game.
  • Shrine: Attackable Structure/Bullet dynamic
  • 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 #17

Masters Of Conquest

Latest Improvements

  • SceneManager: Settler start.
  • LevelTools: Ring Generator
  • Shrine: Spawn unit Lerps to location instead of coming in with the SpawnPoint.

Next Steps

  • AI: Bug with killing AIs that were spawned with player in game.
  • Shrine: Attackable Structure/Bullet dynamic
  • 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 #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.