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Gold - Log #2

  • Squidwink
  • Oct 9, 2017
  • 3 min read

Maze

We designed and begun the planning process to implement two tower with a single “larger” puzzle, the first tower (contained within the maze) requires the player activate 3 buttons throughout the maze, shown as unmarked cubes, the 2nd tower is planned to be on the other side of the maze, to be a simple activation, as navigating the maze is puzzle enough.

Moving Platforms

The maze relied on a couple of new mechanics that we have yet to add, one of these was moving platforms, the implementation of them was a bit more difficult due to the design of the character controller and the design choice to give certain functionality while on the platforms. Systems were added for moving platforms at various heights, positions, and shapes.

They move. We promise.

Updated Collectibles Screen

We added Mohaj’s idol to the collectible screen. It lights up when pieces are gathered and the text accompanying the piece is displayed.

The Artists

Aidan

This week was spent trying to get mocap sorted out in Motionbuilder first and then importing the animations into Maya - cleaning it up for Unity. Getting the mocap exported from Motionbuilder was unsuccessful so far, therefore the only completed tasks this week were finishing the floating platform (high-poly, low poly, normal bake and emissive) and beginning to update the pressure plates and cubes.

Connor

I spent this week working on effects and light sources for the game. Torch designs, fire effects, ripple effects, and other ambient particles to go in.

I continued creating puzzle ideas and began planning a climbing puzzle based on technical specifications and limitations from the team programmers.

David

This week I rebuilt the water material using Calm Water as well as creating the rest of the textures needed to paint the terrain. These were all created in Substance Designer.

The Programmers

Hadley

After going through our bug list, the most prominent change required was that our manager for the hammer/pole needed to be revamped, the current manager was scattered and complex. Simplifying our manager was the obvious solution to fixing a lot of interaction bugs that were occurring. Some new elements were were added into the game as well alongside this revamp, these included a blocked out maze, along with moving platforms were created to be utilized throughout the game and maze.

Jose

I created a second camera which looked at Mohaj’s statue, hidden miles underground. This data was put on the pause menu. So now players can look at a little Mohaj statue as they unlock it (and rotate it!).

I updated the pause menu so that the keyboard and controller could be used too, as before it had to be operated with the mouse only. Speaking of keyboard and controller, all the tutorial prompts now display keyboard buttons too, not just controller!

The rest of my work were adding puzzle features like platforms that would collapse when you stepped on them, and walking slower in water.

I also fixed a few glitches, like needing to release a cube you were pushing before it would apply its weight to a pressure plate.

Izzy

This week’s priority is finishing up the character so it’s ready for the Armageddon Expo and PAX. The feedback given was to have something going around her body (maybe a rope) to show that the hammer is actually hanging on her back. I also noticed that the hammer was not textured so I had quickly redesigned the hammer as well. On top of this, the team felt that we needed some flora and fauna for the environment. I continued to build up the flowers and bushes that I created previously from Alpha and converted them to prefabs so the team can just add them in the scene. Utilising sourcetree, file sharing was made easy for this process.

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