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Gold - Log #1

  • Squidwink
  • Oct 1, 2017
  • 3 min read

LOD’s

This week I began creating LOD’s for the rock prefabs in the game to improve performance.

Collectibles

A system for collectible items were placed into the game as we wanted to incentivise players to explore the game world, we provide in-game lore and an idol of Mohaj to the player as a reward for collecting all of these pieces. Although right now it’s just text.

Updated UI and Menu

We updated our menu to have a new backdrop. Now you can change settings instead of just starting the game too!

The Artists

Aidan

As this is the first week back, I started with something for playtesting and fairly easy - keyboard prompts. I basically updated the controller prompts with keyboard keys. I also made more UI for menu navigation per Jose’s request.

Connor

The first day back was set for planning the overhaul the game’s current artwork and final puzzles included in the game. During this week I continued doing tasks assigned to me. Also during this time I started designing puzzles for the final two towers, and submitting them to the team for critique. Consisting of mechanics already in the game, mostly they relied upon climbing, object pushing, hitting objects, and leaving the hammer to activate a mechanism.

David

This week consisted of porting the game over to a new Unity project, as well as creating LOD’s and optimizing the games performance

The Programmers

Hadley

Returning from Beta and into Gold, we had a lot of feedback to work through and implement. This ranged from character movement, to game world interactions. All of which was valid feedback that we had to work through. I begun working on optimizing what I felt was the most important component at the time, the character’s movement, this consisted of her jump especially, trying to match it more to the animation, and further the “feel” of it. There was a huge list of bugs that needed to be worked through as well, mostly consisting of interactions with puzzle mechanics, things such as getting stuck pushing cranks, or cubes.

Jose

I worked with Hadley to remake the project, adhering to a new organizational standard. It was really necessary because the old project was filled with unused plugins and it was just a mess. Afterwards I set up a really placeholder collectibles pause menu in the game scene to use the data Hadley put into the game by collecting broken Mohaj pieces.

I worked with David to set up Quality Settings, Post Processing toggles, etc. LODs and Occlusion Area which we used to optimize our game compared to the Beta build.

I worked with Aidan to implement a main menu with New Game, Settings and Quit. The settings menu let us toggle all the things I worked with David and gave the control of it to the player. Right now it only uses the mouse though.

Izzy

For the first week back from the holidays, I have been redesigning the character again for the 4th time because I thought she needed to fit more in the environment and the art style of the game. The reason being of her redesign is; her hair and clothes didn’t exactly make sense and I feel that it needed to be designed better. By the end of the week, she doesn't look quite right yet, so I spent my whole weekend finishing her up to carry on to the next coming week. Pressure has definitely been present this week as well as we are aware of the upcoming armageddon and PAX events that will showcase our game.

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