Sprint 5 - Prop Animation, Player AI Clean Up & AI Implementation
This blog will outline the tasks that was undertaken in sprint 5 and what was used in order to achieve this. This sprint I worked on the clean up of the player AI script, the prop animation script and the . This involved setting up attack freely, defend and hold fire for the Attacking Orders and setting up move freely, engage and hold ground for the Movement Orders.
- Player AI Clean Up:
- This goal involved cleaning up the player AI code (e.g. refactoring).
- Prop Animation:
- This goal involved creating a prop animation script.
- AI Implementation:
- This goal involved getting all the AI components to work coherently together.
- Keanu Brown-Duthie (Me) - All of the listed Goals
- Benjamin Finlay - AI implementation
- Barrett Ettel - AI implementation
Tools and Technology Used
- Unity Documentation:
- Used to find useful Links ( Unity Documentation )
- Used to keep track of progress ( Trello )
- The game engine being used to develop the game ( Unity )
- Used as the form of source control ( Sourcetree )
- Other sites:
- Used to to find useful links
This sprint I ended not using any resources as it was not necessary.
Issues and Risks
- Time management
What we found out
During this sprint i found out how to use timers in an effective manner. This allowed me to implemented a complex timer system into the prop animation script that only relied on one main timer. The prop animation script utilises modulo (%) to figure out what part of the loop that the animation is sitting at and then uses that knowledge to decide what action to perform and the duration for.
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