Future Plans and Known Bugs


I've noticed a few bugs in the current prototype version.  I suppose it is to be expected in a prototype, but I do want the prototype to be a fun experience on it's own.  Selecting the third level on mobile seems to have some issues, as well as there being a few cubes I had placed into the scene to work on are sitting on my the map(they don't hurt anything, if you can manage to click on one you might be able to use it even).  At first I was only building for one platform, so when I made a change it was easy enough to just make a new build and get it up on the site.  Now that it's available on three platforms, it can take up to a half hour to convert all the assets and making builds across the platforms.   That's time that I'm not working on adding new features.

So here is my planned weekly schedule:  

Monday - Thursday:  Work on New Features

Friday - Saturday:  Work on Bugs

Sunday:  Get a new Build out

With only doing the one update a week, I will be able to spend a little more time making sure each new build works properly.

So far this week I have set up the Upgrade cubes, and I think I have taught the AI how to use them, but I haven't tested that part yet.  I'm working on the probability of what cube you get at the start of each turn.  A scenario I want to avoid is having a rack full of upgrade cubes but no bases to put them on.  In that case the rack would just stay full.  I'm thinking of two ways to get around this, one is to have it check to see if there are any bases which have not been upgraded before generating a new cube.  Another way to get around it would be to destroy the first cube on the rack if it's time to get a new cube but the rack is already full.

Something else I need to address is giving the HQs their own scripts and setting victory conditions to their destruction.  Right now they just use all three of the scripts from the other buildings.  I feel like having a trigger on the HQ would be a more reliable way of detecting a game over.

Well, back to work.

Get RDG's BotBattle: The Prototype

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