For the third sprint, our team will be focussing upon the capabilities associated with equipping each weapon. In previous sprints within the configuration of each weapon unique statistics were assigned this includes weight, materials, cooldown and damage. These statistics have an impact on the game play. For example, the weight of the weapon will impact the player's speed and ability to move around the environment. Hence, the focus of this sprint centres around implementing the associated effects of our weapons in the game play. As a result this also includes implementing the different effects buffs have on each weapon.
Due to the collective studio decision to remove level 3 from the original gameplay, the addition of level 3 weapons was also removed. Having said this, we will be animating all the weapons created within the previous sprints and the visualisation of the argumentation of the weapon. Additionally, we will be creating a new bow and arrow weapon which will require a new projectile function to be implemented.
Lastly, the functionality and the animation will work coherently with each other. This means the functionally equipped weapon will play its animation.
This feature is important to the game, as it impacts the players strength to attack enemies and progress through the game.It is hoped it encourages the player to keep playing.
SubFeature/component
Note: JUnit testing and User Testing will be done throughout the sprint and therefore is a given even though not specifically mentioned within the sub features.
Level 2 weapon creation:
New bow and arrow plunger
Animation sprite created for player:
Dagger
PVC Pipe
Trident
Plunger
Sword
Weapon appearance into player hand
For all animated weapons listed above
Weapon drop function
Work with the crafting team to implement this code for material drops
Attack cooldown duration
Can’t use weapon for a set period of a time after swinging
Implementing the associated animation with the equipped weapon
Buff and debuff stats impacting the player’s weapon if equipped
Buff visual overlays and animation
Projectile implementation
Specific for the bow plunger weapon which will shoot plunger arrows
Dependencies
Player team - Ensure the overlay work in line with the player team.
Skill team - Ensure the overlay of elements such as skills and buff/debuff are the same
Crafting team - The interaction of dropping a weapon and how it impacts its materials.
Milestones
[x] #180 (Sept. 25)
@PurrplePandaa
[x] #178 (Oct. 26)
@PurrplePandaa
@NishaVashist0
@madifeddema
[x] #181 (Oct. 02) subjected to change
@PurrplePandaa
@NishaVashist0
@madifeddema
[x] #120 (Sept. xx)
@LachlanBenson
[x] #201 (Sept. xx)
@eugene2341
[x] #200 (Sept. xx)
@NishaVashist0
@eugene2341
@LachlanBenson
[x] #203 (Oct. xx)
@eugene2341
[x] #202 (Oct. xx)
@eugene2341
@LachlanBenson
Completion Deadline: 4th of October
Extras/ Considerations for next Sprint:
Buffs/Debuffs:
Design and functionality of icon timer at the bottom of the screen
Description
For the third sprint, our team will be focussing upon the capabilities associated with equipping each weapon. In previous sprints within the configuration of each weapon unique statistics were assigned this includes weight, materials, cooldown and damage. These statistics have an impact on the game play. For example, the weight of the weapon will impact the player's speed and ability to move around the environment. Hence, the focus of this sprint centres around implementing the associated effects of our weapons in the game play. As a result this also includes implementing the different effects buffs have on each weapon.
Due to the collective studio decision to remove level 3 from the original gameplay, the addition of level 3 weapons was also removed. Having said this, we will be animating all the weapons created within the previous sprints and the visualisation of the argumentation of the weapon. Additionally, we will be creating a new bow and arrow weapon which will require a new projectile function to be implemented.
Lastly, the functionality and the animation will work coherently with each other. This means the functionally equipped weapon will play its animation.
This feature is important to the game, as it impacts the players strength to attack enemies and progress through the game.It is hoped it encourages the player to keep playing.
SubFeature/component
Note: JUnit testing and User Testing will be done throughout the sprint and therefore is a given even though not specifically mentioned within the sub features.
Level 2 weapon creation:
Animation sprite created for player:
Weapon appearance into player hand
Weapon drop function
Attack cooldown duration
Implementing the associated animation with the equipped weapon
Buff and debuff stats impacting the player’s weapon if equipped
Buff visual overlays and animation
Projectile implementation
Dependencies
Milestones
Completion Deadline: 4th of October
Extras/ Considerations for next Sprint:
Documentation
Members