Skip to main content

Moodboards and Sound Compression

This week I worked on creating moodboards (~5hrs) for the Living Room environment because the current look left a lot to be desired. I find it helpful to follow a colour scheme when decorating a room in real life, so that is what I basically made before also showing how the colours could look like over top a render of the Living Room model.

For our game, we would like to have a bright living room that has some pops of colour for interest. A similar style will also be used for the furniture.

Below are some of the resulting ideas I had:






Out of the new coloured room options, the group preferred the 1st one and the 4th one the best. In the near future, after Maxime finalizes the Living Room environment model, I will be updating the materials.

I also created a moodboard for the Warehouse environment as well (~1hr, see image below). This required a bit of research on warehouses, which I did in a previous sprint. I noticed that common colours in warehouses were grey, orange/yellow, and blue.


This was an interesting article I read about painting warehouses:
https://specialtycoatingspainting.com/key-to-optimum-warehouse-performance.html

I also worked on reducing all the sound files (~2hrs) because when I tried to add them to the A-frame project, they took a while to load. They are now all OGG files of reduced quality and some files have been trimmed. However, the team is also considering adding a loading screen of sorts since we will have even more files to load once the furniture models and the Warehouse model are also imported. This would make it so that players will both wait on a nice screen rather than the blue A-frame default. 

I placed the Living Room OGG as a source for a sound emitter into a ceiling plane with a transparent material. The sound can be heard only once the file has completely loaded and is a consistent volume across the scene.

I am currently in the progress of separating the Warehouse environment and its related assets and functions into a different HTML file to keep the two environments separate. This should take about 2hrs or so, considering I would also need to move the camera to its starting position and place the sound sources for the Warehouse environment in appropriate locations. I will also be adding the lights to this scene.

Comments

Popular posts from this blog

[FINAL] - Where to find our game

Hello future builders, we're 3 programmer-artists that make up the Seismic Octopus team: Mitchell Koch - lead programmer, game tester, researcher  Priscilla Lo - project manager, sound design, lead 2D artist, programmer, documentation  Maxime Vincent - lead 3D artist, lighting designer, game tester We finished this course in May 2020 with a final release of Build-a-Furniture available on GitHub: https://github.com/Areizza/Build-a-Furniture Although this semester was full of hardships and unprecedented times near the end, we got through it together and are proud to present our simple web-VR game. Check it out and let us know what you think! :)

Catalogue, Sound Effects, JSON for Instructions

This week I updated the image for the catalogue and added it to the Living Room environment as an image plane (~2hrs). I am currently adding smaller clickable planes on top of it to represent the different furniture options to choose to build. A screenshot of this can be seen below. I also looked for some sound effects to use for user feedback (~2hrs) when pieces are combined together correctly, incorrectly, pieces are dropped, etc. These sound files have been added to the shared drive and will be implemented in the code in the next few days. Some example sounds can be listened to at the following links: https://freesound.org/people/NenadSimic/sounds/150879/ https://freesound.org/people/grunz/sounds/109662/ https://freesound.org/people/GabrielAraujo/sounds/242501/ https://freesound.org/people/kirbydx/sounds/175409/  I also worked on adding JSON for the builder.js and finder.js files to store the required information for the instructions (~1hr). An example o...

Building the Shelf and Chairs

With the final submission looming closer, most of my effort was directed at replacing some hard-coded game-play functionality with dynamic data from the Builder and Finder systems (~3 hours), assisting my team with issues they encountered (~2-3 hours), and getting the shelf and chair ready to be built by the players (~8 hours). The Builder and Finder systems still had a few hard-coded values from the Beta build of the project that were specific to constructing the table, so I worked on replacing those with the data that is contained in the instructions arrays that Priscilla and Maxime created this week.  I was initially have problems accessing this array before I discovered that JavaScript arrays can be accessed by string, which simplified it a lot.  Below is an example of the before and after of this process. // Before socket . on ( 'setFurn' , function ( data ) { this . current = data . id ; // Where data.id was always "table" this . step = ...