Good day, this is Jacky reporting in, working on the side of the programming team with Alex and Kaifeng. The first step diving into the development of our game has been pretty tough and time-consuming. We all experienced Unity before but this game genre and concept are all fairly new to us and it took quite a long time trying to grasp it. Overall, the team dynamics and communication has been on-point and the meetings we held with other members are going pretty well. Hopefully after this first core demo, we will be able to evolve our project and our skills.
Another week of cramming in work for our game, definitely better progress compared to our first week. I worked with Alex on updating the mirror functionality, improving its design and structure. I passed the work onto Kaifeng who used the updated mirror system and integrated it into his new level designs, so pretty excited to see that. I'm hoping to improve the mirror system again in the upcoming week and start to work on abilities from different mirrors. Team work wise, pretty decent, I was able to effectively communicate with Alex and Kaifeng and work together to get the game working.
Blog 3 is here and I been just working on fixing up the standard mirror implementation with Alex. I also worked on creating the special effects you can do with the standard mirror, such as pulling ethereal/real objects out of the mirror. Also created a special type of mirror that functions like a portal, which can be used in the future, still need to work on the perspective-type of mirror and fixing up bugs like objects going through floors/walls when picking them up. I also coordinated with Kaifeng with the changes that I've made so he can integrate it into his levels. I created a reset level system along with an accessible level-switcher which allows you to switch between levels for the sake of the demo if anything goes wrong (hopefully not).
This week has been pretty wild. I started my work early, fixing up the integration portion from the develop branch that wasn't working such as the newly imported character model sinking into the floor, double-jumping instead of single jumping and the stuck-on-the-floor problem where the player cannot jump. I added more parameters within our existing parameter managers and set them as presets so it will save throughout each level. Also included the consistency of volume throughout each level, so when the player moves onto the next level, the music volume will not reset. I'm planning on doing some hotfixes for some of the bugs that happened during the playtesting and maybe look into the new implementation of new mirrors.
Blog 5 is here. I worked with Alex in fixing up the ledge grab collision bug where the player can ascend upwards to heaven by repeatly spamming the jump (spacebar) key. The problem was that there's an animation that occurs when the player is trying to pull themselves up, and playtesters would spam other keys which will conflict with the animation, causing weird bugs to happen. We decided to disable movement control when the animation is playing and enabled it back once the player has been detected to be on ground. I also re-modeled stage 1 of the walls, changing it from a plane mesh to a cube mesh and increasing the thickness of it. I tried working with animations this week but there are still some missing pieces such as the new jumping and walking animation. I should be good to work on the animations, the rest of the re-modeling of stage 2+3, and resetting objects back to the origin point when it's out of place or lost in the abyss, upcoming week.
This week has been quite painful for me physically and mentally. I wanted to work on some new mechanics for the game but was hit by COVID and couldn't completed much of what I wanted to do. I was able to finish up an elevator system where it functions like a battery-circuit relationship where the player must plug in a "battery" to a "circuit" for the elevator to move vertically in a loop, this giving the player the chance to move upward as long as the battery is connected. I also finished up a trash can mechanic where the player is on one side of the platform and must reach the other side but anywhere the player tries to jump in between will be a void of death, so there's an object, in this case, a trash can, the player must throw specific amounts of objects within their surrounding inside the trash can in order for the lid to close. This lid serves as a platform for the player to jump on to reach the other side. I also worked on putting together the basic animation for our character, Vincent. So far, it has the idle, jump and walk animation. I'm hoping to recover soon and be back at it again, bringing more to the game next week.
This week I added collision detection for structural objects like walls, floors and ceilings.
I also added player and object reset manager. If the player enters a void, the player and all objects in the level will reset. If the object falls into a void, the object will reset back to its original position. If the player is holding the object and falls into a void, both the player and object will reset back to its original position.
I finished adding in the mechanic where the platform disappears after a specific amount of time you specify after the player lands on it. I created a prefab for it, essentially it's a gameobject that you add as a child to a parent object and depending on the mesh or shape of the object, you can edit the collider and specify the time you want it to disappear within.
I worked on tweaking the Object Reset Manager to include the functionality of an exclusive barrier, for example, a barrier that only allows ethereal objects and destroy all other ones, or a barrier that only destroys ethereal objects etc. I also worked on polishing up the time challenges by replacing the cylinder (placeholder for case file model).
I worked on a case file system that allows the player to view specific information displayed on the paper model when collided. Also worked on the animation for the case file to bring "life" to it and added animation for when the player interacts with it. I also implemented in ledge grabbing animations for the player, however, the animations are still not perfect and not synced correctly, but it works for now.
It's been a crazy week due to finals, but I'm been hanging in there. Over the past days, I've been looking through major bugs that have been game-breaking and I tried to fix them before our final presentation day. I worked on setting up textures for our hub 1 stages and I have included a picture of Naomi and Damien in the photo frame (which will be revealed after the player has finished beating all of the time challenges). I also added walking animation for WASD (used to be just the 'w' key) and changed the ledge grab animation.