Vertical Slice - Log #5
- Squidwink
- Jun 19, 2017
- 2 min read
Imported Safa Model
To mention the most exciting news first, our protagonist's first textured model is now in the game! This game, aside from the usual bug fixing, had a lot of work making sure all animations would work with her model, such as Vaulting.



...It’s a work in progress. The IK broke a little, and it will have to be fixed on the final week.
The Great Graybox Merge of 2017
All of the puzzle elements have been implemented in the gray box alongside all of our previously coded features: vaulting, climbing, pushing, swimming, moving platforms, the pole, the crank, and the hammer. The environment also got a face-lift with more lightning, new models, and textures.

With the puzzles now implemented, we had the freedom to do interesting things, such as cinematic cameras and tying the puzzles to the environment.

Environment Assets
More assets were created to populate the environment.




The Artists
Aidan
As per David’s request I started work on some environment assets to spice up the environment. I started by concepting in Procreate for iPad. Then made a rough mockup shape in Maya, followed by importing said model into ZBrush and crafting three different sizes. Each size is representative of a different weight/mass. The bigger the idol, the heavier it is.
Connor
During this time I was still sick, but continued to do as much work as I could. I continued making more environmental assets and baking normal maps on them using high poly sculpts. I continued working on dialogue scripts.
Door
Platform
Rope Coil
David
This week consisted of modelling the pantheon area where the player first discovers the pole and some sand mounds. As well as finishing the entire greybox area ready for models to start making their way into the game. This was a very slow week for me due to other assignments.
The Programmers
Hadley
The camera controlling kept encountering far too many stuttering or clipping issues where it would just not behave in a way that was how we wanted it to look. This led to the overhauling of the camera, the addition of a new layer designed specifically for the camera’s raycasts to ignore so that some things do not cause issues. What we found, was climbing triggers would predominantly make the camera go a bit crazy. This was solved by layering the level in such a way that the camera raycasts ignore a couple of the layers that objects are on.
Jose
Merged all of David’s new assets into the Graybox. All of them. There were a few issues which required the puzzles to be adjusted for scale and position which took up most of my time.
Safa’s new character model was added in, and we worked to make sure she was compatible with all the previously established animations.
Helped out in bug fixing moving and climbing stuff once more.
Izzy
Realising that we only have 2 weeks left before submission, and Connor being sick, we are short on the assets. So I have decided to help out David with making rocks. I also helped Aidan with the animations with his new rig.
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