Friday, January 29, 2010

Words words words

Wednesday 1/27: Work on restructuring to handle tournaments.

Thursday 1/28: Convert tournament schedule screen over to the native iPhone UI.

Friday 1/29: More work on tournament screen. Hook up tournament schedule to actual game.

Thoughts on the new tournament screen? Still not done, obviously.

Tuesday, January 26, 2010

Clever Title

Monday 1/25: AI reads the disc way better in the air. Better calculation of whether a throw is open.

Tuesday 1/25: Fix disappearing player bug. Defense needs to see the disc to poach D it. New tournament screen.

Obviously, these team names are pretty lame. Make up some good (PG) ones and e-mail them to me, or leave them as a comment.

Saturday, January 23, 2010

More Buttons = More Fun

Thursday 1/21: Fixed slow pivot speed bug. New camera angle (side view). Added an indicator to point where you are if you run off screen.

Friday 1/22: Add player switch button. Action button sets the mark, or leaves it.

Wednesday, January 20, 2010

Grainy Video Footage

Scoooreee Boaarddd

Monday 1/18: More work on sounds. Created a scoreboard and a neat blimp camera effect between points.

Tuesday 1/19: Can tap to skip through scoreboard. Fixed AI chasing after frisbee bug. Got AI players to jump for the disc. Fixed random turnover bug. Fixed player doing nothing if they weren't able to pick up the pull. (Sulking?) AI more aggressive about getting D's (including jumping for the disc).

Wednesday 1/20: Much improved frisbee chasing equations (AI plays nasty defense now). Fixed marking bug. More sounds.

Friday, January 15, 2010

...And He Throws the Hammer Down!

Monday 1/11: Added a bunch of announcer sounds by AI-B and MD. Made a system for loading multiple sound clips for a single situation, and then picking one at random in game.

Tuesday 1/12: Started work on making the game engine reproducible, which will allow for easier debugging, demos, and instant replays. Added demo recording and playback menu options.

Wednesday 1/13: More work on recording / playback.

Thursday 1/14: Recording / playback is now perfectly in sync, which means the game plays out exactly the same way each time if given the same player input and random numbers. It's going to be very helpful in tweaking everything that happens in the game, because I can record a demo of a problem and then play it back as many times as I need to until it's fixed.

Friday 1/15: Fixed a few small bugs. Worked on the announcing sounds.

Friday, January 8, 2010

After much stalling, I made a stall counter

Wednesday 1/6: Added a quick flip or push pass type throw. You don't need to pivot before you throw it, but it doesn't go very far. It's useful for dumps. Brought back transition animations, which should make things look smoother.

Thursday 1/7: Dump throw split into two different animations: high release backhand and push pass. HR Backhand has different release points depending on how it's thrown. Added some upward velocity to the pushpass to give it more hang time. Fixed bugs related to: turnovers, pulls, handler positioning, throw release points, AI throw targeting.

Friday 1/8: Added fancy stall counter. Fixed a few bugs.

This screenshot shows a high-release backhand to a handler at stall five.

Tuesday, January 5, 2010

Back From Holiday

Wednesday 12/23: So, as a result of the recent refactoring... Core game logic does not use global variables. Game logic can be run without loading graphics or sound systems. Game logic can be unit tested.

Monday 1/4: Getting back on track after the holiday. Fixed some bugs, including a problem with the AI running simultaneous cuts. Started work on handler cuts.

Tuesday 1/5: New method for turning: tap the dpad. This should work well for quickly turning toward your dump. Improved dump cuts. Added "position" settings for AI players. Fixed AI frisbee chasing bug. Handler will wait for a look before making a dump cut.