Completed Tasks
- Barebones Unit AI (3 hours)
- should be generalizable for multiple unit types
- handles combat and queueing in-lane, though queueing needs to be polished
- includes functionality for attacking and destroying other units, though this needs to be adjusted so units of the same type don’t always cancel out
- may need edits after movement changes to navmesh, but hopefully not
- Basic Win State (1.5 hours)
- Added keep placeholder objects that take damage when the other player’s units enter them
- When a keep runs out of health, the opposing player is the victor
- Unit/Tower economy foundation (1 hour)
- units and towers cost gold to construct
- if you do not have enough gold, you cannot build a unit/tower
- Managing code merges/managing the run-up to the build (2 hours)
- Some conflicts had to be resolved
- co-ordinated programmers to make sure the larger additions to the code base went through correctly
- Fixing UI bugs (2 hours)
- The UI was misbehaving on screen maximization. Fixed by managing anchor presets
- Dustin’s tower creation implementation required an additional menu be made, as otherwise, the UI would not appropriately represent the player state
- Design meeting with Mark (2 hours)
- Going over the revamped development path and redesigning/clarifying some small aspects of the game
- planning work items for coming week

What Went Well
- Team was definitely more focused this week
- Communication was better
- Features were being added earlier and in a more timely manner
- I gave Mark some authority on design matters and conferred more with him on major decisions, which helped things run smoother and took stress off of me because I no longer felt like I was solely in charge of directing the project
What Could Have Gone Better
- I attempted to learn navmesh in order to try to get the unit behaviors I had written to work for it, but was unable to iron out some of the foundational problems.
- Still room for improvement on turning in work
- Need to better figure out who is good at/comfortable with what
Upcoming
- Michael seems to have navmesh close to, if not, working so we may look to implement that next week
- Meeting with Meagan to go over UI aesthetic and functional design
- Assisting with implementation of different unit types and navigating the accompanying design issues
- Movement design to be reconsidered (stacking vs. moving around engaged units)