In this sprint, team 4 will focus on the improvement of the melee enemies in the game. This will include dynamic spawning that responds to the day/night cycle, pathfinding behaviour, removal from the game when killed, and the implementation of a new boss enemy with unique mechanics for the final night of the game. We will also attempt to integrate animations for the enemies. As a tower defense game, enemy behaviour and variety is integral to the gameplay
SubFeatures/components
Dynamic spawning
Pathfinding behaviour
Removal when killed
Design & implementation of new boss enemy
Movement/attack animations
Dependencies
Dynamic spawning relies in part on the day/night cycle implemented
Milestones
List of sub-features you intend to have done and in Master by the end of the sprint.
[x] (4/9) Boss, pathfinding, and spawning behaviour design drafted
[x] (7/9) Finish initial user testing and low fidelity designs for boss enemy
[x] (10/9) Spawning functional
[x] (10/9) Pathfinding functional
[x] (10/9) Boss behaviour implemented
[x] (11/9) Final boss & sprites finished to be incorporated
[x] (11/9) unit & user testing completed
[x] (12/9) Spawning behaviour changed in day/night cycle (if possible / not already done)
[x] (12/9) Final boss & Sprites incorporated (potentially also animations)
Description
In this sprint, team 4 will focus on the improvement of the melee enemies in the game. This will include dynamic spawning that responds to the day/night cycle, pathfinding behaviour, removal from the game when killed, and the implementation of a new boss enemy with unique mechanics for the final night of the game. We will also attempt to integrate animations for the enemies. As a tower defense game, enemy behaviour and variety is integral to the gameplay
SubFeatures/components
Dependencies
Milestones
List of sub-features you intend to have done and in Master by the end of the sprint.
Completion Deadline: Sep. 13
Extras (optional)
Documentation
Members