Wednesday, December 1, 2010

Weekly Progress

There's not a whole lot for me to talk about this week, but I am continuing to work on implementing more monsters and tidying up the code from last week. We were all a bit unsure of what to work on after coming back from break, but aside from the new monsters we are planning to try implementing a version of the fatigue system we've been talking about for several weeks now.

Back to the monsters though; I have tested two monsters that take more or less damage based on how rapidly they are hit with notes. One reason for having these monsters is that we want the player to be able to adjust the tempo of their music, which we decided should be independent of the monsters' actions (which would remain based on real time). In theory, the player could raise the tempo to increase their damage output, but they won't be able to sustain this (yet another argument for implementing fatigue) for a long period of time, and similarly they could decrease the tempo to conserve stamina. These monsters also add more strategy to their use of tempo.

In addition to the tempo monsters, I started to implement the monsters that reduce the effect of certain notes on all the monsters. Right now they only have the effect of reducing damage taken, but other attributes can potentially be added, and eventually they should audibly effect the music or do something to indicate what they are doing. I've implemented a only a single monster that reduces all of the notes, but it is possible to create variations that reduce notes of different classes by varying amounts.

I believe that Rob and Joey are also making art assets for some of these monsters this week, so it'd be nice to see them in game with the working functionality.

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