Completed Tasks
- Bug fixes (4 hours)
- UI was bugged as discovered during playable build demo
- Digging deeper into this led to finding that the state controllers were behaving incorrectly as well
- During playtesting ran into errors of units either getting stuck or not despawning when killed
- This has been partially fixed. The getting stuck issue appears to be part of the movement system that needs refining
- UI was bugged as discovered during playable build demo
- Favor gain (1 hour)
- Players now gain favor when they kill an enemy unit
- Edited rough map to accommodate movement system changes (1 hour)
- We are widening lanes to 20 meters across (from 10) in the hopes that we can move away from a queueing system for unit movement. Map adjusted visually to show this
- Color! (.5 hours)
- Player 1 and their units and keeps are now red, and they are blue for Player 2
- UI Discussion/Meeting with Meagan (1 hour)
- Went over menu flow and discussed visual ideas

What Went Well
- Mostly happy to have been able to rectify some of the problems in the game, in the way of bugs and unintended behavior
- The team has been a little better about using the Hacknplan
- No merge conflicts as of the time of writing
What Could Have Gone Better
- Communication is still not as good as it should be. We really haven’t had much in the way of progress updates until a couple of days before deadline
- Team still needs to be better about using the Hacknplan
- Wanted movement refinement and unit type differentiation to be further along at this point
Upcoming
- Unit type differentiation is the biggest thing on my personal radar
- Implementing remaining towers