Skip to main content

Alpha Presentation and Sound Libraries

Up until the Alpha presentation on Friday, I worked on bringing in Maxime's Living Room environment obj-model into Mitchell's A-frame prototype. This required importing the obj, positioning it appropriately, setting materials, and adding some lights into the scene (~2hrs). There were some issues at first with the model being small enough but feeling very cramped; there was not enough space to really build furniture. This model will need to be adjusted in the near future to fix this. Another issue was that the materials were not loading properly and adding lights turned everything black. Some experimentation with the light types, positioning, and intensity helped to solve this to be sufficient enough for the Alpha prototype, which can be seen in the image below.


I also worked on helping to try debug the code for the snapping function (~2hrs), which involves a snap to the correct position when two furniture pieces collide at the appropriate location (i.e. table leg touches the join position of the table top). JavaScript and A-frame are very finicky, and the console log messages were quite vague.

During the reading week, my main goal is to find sound effects for the game and to create a looping soundtrack for both environments. A big challenge I had this week is that it is Reading Week and I originally had a lot planned, some of which unfortunately had to be cancelled due to the amount of homework assigned.

I also looked into sound effect libraries for ambient sounds and other noises that would be relevant to our game (~2hrs). Some resources I found for free sound effects include:
https://www.freesfx.co.uk/sfx/wood
https://www.freesfx.co.uk/sfx/metal
https://www.freesfx.co.uk/sfx/weld
https://www.zapsplat.com/sound-effect-category/factory-and-warehouse/
https://www.zapsplat.com/?s=living+room&post_type=music&sound-effect-category-id=

Comments

Popular posts from this blog

Controllers and Game-state Management

The two issues I worked on this past week were getting game-pad controllers working with our project (~6 hours), and general work on the game-state systems to iron out some of the kinks and add some more functionality (~3-4 hours).  Unfortunately neither of these tasks proved 100% successful due to some set backs. The game-pad controllers are so close to working, movement and look controls are fully functional, but I cannot get the Super Hands components to pick up the button events from aframe-extras.  The easiest way to see this is by looking at some code: <!-- Camera --> <a -entity id= "rig" movement-controls position= "0 0 0" > <a -entity id= "camera" camera wasd-controls= "acceleration: 125" look-controls= "pointerLockEnabled:true" position= "0 1.6 0" capture-mouse st...

Sprint 2 - 3D Modelling the Environments

This week's focus has mainly been on writing the design document and preparing for the alpha prototype (~2hrs). A great majority of the written sections in our proposal is complete while a large chunk of graphics remains to be developed in the coming week. The sooner the design document is complete, the better of an idea we have in how the project will turn out in the end.  On my end, I am responsible for 3D modelling the environments that will be used in the alpha demo. These are also necessary for producing design comps. The environments will be very low poly environments using primitive shapes and basic forms to form the rooms, nothing too extravagant. Below are a few screenshots of the environments in their current state: Living Room (~3hrs) that will be played in VR and the Warehouse (~4hrs) on desktop; all modelled in Maya. Warehouse Back Side Warehouse Front Gate Warehouse Top-Down View Living Room Back View Living Room Front View Living Roo...

Polishing Snapping and Spawning Objects

Finishing the alpha prototype made up the majority of the work completed this week (~20 hours), but even after the alpha presentation there was still some more work and polishing to do with snapping components together (~4 hours), and then work began on dynamically spawning modular furniture (~2 hours) pieces and that will be the focus of this coming week. Creating the snapping functionality we desired for our alpha prototype proved to be quite the challenge, and this was not because of the logic or technical requirements behind snapping objects, but rather due to some limitations of the A-Frame Physics System library.  Before going into these limitations I will go over the two approaches taken to try and create this functionality.   The original approach was to take the smaller piece that was attached parent it to the larger object, and then apply translations to the piece to line it up correctly.  However, in practice sometimes the transformations would not appl...