This past week have been hectic with all the deadlines and meetings, but we worked through it. I worked with our programmers Jacky and Alex in the implementation of our first demo. I was able to pump out 3 starter stages to get the general feel of our game. There was a ton of issues and I can't say this is the best we have to offer, but for now it will suffice.
Hey guys, Its me, back with some new updates. So this week I worked with the team to start setting up our environment more, including add the wire box design to how our puzzle room will kind of look like. I also added placeholder models and textures for now, but look forward to having the actual textures coming soon.
Hey guys, its week 3 already, or 4 now that I'm writing this, but who knows. This week I began talking to different members about some design changes we had and make sure the implementation on the coding side matches what we discussed on the design side. We also started to come up with some more detailed designs on how we will proceed with our project and I also spent some time combining everyone's work into a demo. Until next time.
Woo our alpha is now ready, plenty of things that happened this week. Lots of work put into getting everything in and running. Make sure if you are reading this to check out our latest release and do a quick playtest and fill out the survey. We would really appreciate it. Beside that this week, I worked on making the first level of our game, from the design to the implementation. Also had lots of interaction with members of the programming team to make everything work. (trust me it was not easy)
Main concern for this week is cleaning up. We really had some big holes in our game from last build that caused concerns to arise, like you ascending to the heavens if you clicked jump enough times pressing space. Changed sensitivity that scales depend on your distance to the object so the object don't disappear when you try to move it. (The force is strong in this one)
For this week, a good portion of our team was taken down by Covid, but fear not we still manage to get a lot of design work in. We lay the ground work for our now and improved system in being able to pick themed trials. In the hub we will be presented with different mirrors that each access their own trial rooms. Sadly though we planned out these, we were unable to implement them into our game at the current time. Look forward to our progress next week once we get better.
In this week we made some great progress, we finally have a new and improved stage out, our time stage. Though we still do not have our hub ready yet, we do have a showing for the stage that we have so far with all the puzzles functioning. In each stage there will be 3 level and each level will have close to 4 puzzles, though as you progress, you will find that the puzzle get progressively harder, as will the levels. Our biggest selling point for this stage is the time, which you will need to be fast and concise with your movement and decision or you will fail and have to restart. This time and reset mechanic is not quite in yet, but look forward to it in coming weeks.
Good progress this week, I worked with Nice on designing and implementing the early look for our sequence levels. I also updated the models on our time level to reflect their intended models, like books and bookshelves. In order to make our game as a whole look less bland, I also added in a skybox, so you feel more immersed in the world, and its not just the standard unity background. Overall good progress, look forward to our next release.
Quite a lot this week as we are wrapping up for the preproduction of our game. We finished making many of the functionalities for the sequence level as well as expand on our time level. There is still a few bugs here and there we need to iron out, but I think we have a foundation to continue building upon. Personally this week I spent a good amount of time talking with members of the team making sure everything works as well as finish implementing the puzzles for the sequence level at the same time. The level we have right now is on very close to completion, just missing some bug fixes.
Final presentation of the term, lots of work put in from everyone to get the stuff we needed in in time. Our trailer was also cutting it close, and there were some bugs we couldn't get to, but it looks like that will be fixed soon if we get picked.