This week, for development, our team worked on getting the rewind mechanic to work alongside Unity physics calculations, creating a system where, while all objects within the capture scope are moving, a snapshot of each object's position, rotation, and velocity are saved within the object at an interval of per X seconds, where X is a configurable float. When rewinding, each captured state is stepped through, creating a backwards animation based on how each object fell. Another system integrated is the ability to separate and play individual capture scopes using trigger boxes, allowing for the creation of individual rooms that can function separately. Finally, the art team has begun to create assets, including the player's hand and rewind device, placeholder objects for the scene to use, and textures to give a decayed, buried appearance to the rooms.
This week, development worked on the 1st playable demo of our game. There were issues with how the rewind affected the players physics, fixing this was the main priority for the week. A parameter screen was also created for playtesting. The level design became more fleshed out as brainstorms and sketches were created for future levels. The 1st level was designed and implemented for the game demo. The art team completed the 1st versions of 5 major assets, as well as creating different materials that can be used in the environment. Multiple art scenes were also put together to be tested and can be used within levels. Progress was made with the story as the backstory and characters were changed for the new theme. A beat sheet was also created that lays out the major things that happen in the vertical slice. Lastly on the management side, a Trello board is now up and running and a detailed Gantt chart has been created. Github is still being used as perforce needs more attention to be set up.
This week was a bit of a tough one. Perforce caused problems both for this and another team that some of us are on, so the decision was made to stick with Git for the time being. We wanted to get our playable build out a day earlier than we normally would so that the playtesters would have more time to do their part since it was essentially a favor for us. But that ultimately meant that that we lost a full day of development that we had used in weeks past, and the playable was in a worse state than we had intended. We did manage to squeeze in some extra level design this week which was historically our bottleneck, so the hope is that for the coming week we will be able to work a lot more on refinement and fixing things like audio that have unfortunately fallen to the side. There are still some remaining physics bugs that are impacting the experience such as clipping through moving geometry when rewinding. We believe that this is caused by only recording the position and force at specific frames, so if in two consecutive frames the object moves by too much, the physics engine won't impart a force on the player.
This week the code team primarily focused on refining the player controller and reworking the levels to better fit the mechanics implemented. Considering that the player controller is physics based now, all interactable objects needed to be provided a mass and physics material to be able to properly interact with the rigidbody of the player and the process of revamping all levels to utilize these parameters has been started, primarily through the use of replacing manually created assets with prefabs where the mass and physics material is already defined. In addition, the scripting side of the game has begun to receive proper documentation, both making the usability of scripts clearer. To document code, we are using Visual Studio XML comments and using Doxygen to extract them into a pdf and website hosted with github pages.The art team has been hard at work on creating modular assets that can be combined with the physics prefabs, allowing building and modification of puzzles easier. Furthermore, more work has been put into filling out the asset template and set pieces for making the levels of the game feel less empty.
Team Grading:
Team Members should complete all of the tasks assigned to them in Trello each week before Wednesday.
Penalty: - 5 Points
Team Members should update Trello tickets when the progress of a task changes.
Penalty: - 1 Point
Team Members should notify if they are unable to complete a task as soon as they know so it can be reassigned. Must be within a reasonable time
Penalty: - 3 Points
Team Members should update the asset list when changes to assets are made or new assets are needed.
Penalty: - 1 Point
Team Members should update the GDD when additions or changes are made to code, gameplay, levels, or any other aspect of the game.
Penalty: - 3 Points
Team Members should add documentation in code to any new or updated code.
Penalty: - 1 Point