I’ve code reviewed my feature with Sybren, one of the programmers here. We approached the code review a little different than usual. Normally I would kind of scroll trough my code and Sybren (or someone else) would try and look for obvious mistakes.
This time Sybren pulled my branch from git and I pointed him to the classes I changed, meanwhile he kept SourceTree close at hand and looked for changes I’ve made over the course of this iteration. He went more in detail about the code structure and which classes should be responsible for what actions.
An example of a method not being named correctly: I had a method GetSomething which not only got that Something but also made changes to some other class variables. This meant my naming was not right or that the method should be split up. This helps me to think about what I do instead of just calling stuff here there and everywhere because ‘it just works like that’.
This week I’ve finally been able to push my asset labeling feature to the develop branch so everyone can start using it for the new assets in the new game. There still were some small changes that needed to be made by request of Jouke (Art / Level Design). But it seems to work like I intended, if an assets gets dragged into a certain folder in the project it automatically gets a label assigned. This label can be used by our hierarchy enforcing tool to make sure it ends up in the correct parent GameObject.
This week Klaas (Programmer) got ill and Stefan wanted his work to be finished anyway since we didn’t know at the time when he was going to return to work. So I had to pick up where he left off. This had me looking trough his code and checking what he implemented with what he wrote in his design and on Trello. Then reviewing it with Timen and Stefan. This proved to take quite some time as Stefan predicted. It’s not easy to follow someone’s train of thought when you can’t talk to them and only read what they created. Anyway the review required some changes which I started working on at the end of the day. The next day Klaas was back and he finished the last improvements on that feature in good health.
Last but certainly not least:
I get to work on enemies for the upcoming title!
I’m excited about this because this will be a noticable part of the game and it has you interacting as a player which feels cool to me.
The enemies are not going to have any awesome cool AI’s or something but they are liniear and they create cool movement or attacking challenges in the levels.
If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle.
-Sun Tzu, The Art of War