Skip to main content

Sprint 6 - Redesigning and Finalizing the Warehouse

Based on feedback from the alpha build and some considerations from the rest of the team, I spent the week redesigning (~9hrs) the design of the warehouse and retexturing (~5hrs) it to fit the aesthetic of the furniture more.

Some of the changes made to the warehouse include the following. First off, the game will only support three pieces of furniture to build, therefore it was unnecessary to have five rows of scaffolding. This is also supported by our attempts to reduce the poly count as well as create more space between shelves. From the way players moved into the environment, it was clear that there was too little space between shelves to removes boxes, so this was reduced. There was also too much unnecessary space in the front of the warehouse, so everything was pushed forward more while cropping the back end a little to reduce the poly count further. The doors of the warehouse were also redesigned to add more interest in that section of the environment. (~4hrs)

Next, I UV mapped everything from the ground up. This was challenging at first because I tried to fit everything into a single texture set, which was a terrible idea. In order to save real estate on the UV maps, I separated everything by categories (boxes, walls, containers etc.) into their own texture sets. Some categories were eve cut down further as well. I also stacked a lot of the shells to provide as much working space as possible. (~5hrs)

Finally, texturing. This process went quite well because I had already developed a style I liked from when I built the furniture. This was still challenging, however, because I didn't want everything to look too similar to one another. Adding variation creates more interest so I needed to change this up a bit.

Top-Down View
Front Doors
Scaffolds

Comments

Popular posts from this blog

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 = ...

[WEEK 6] Back from Reading Week

We got back from Reading Week and reviewed what each of us accomplished. Expected deliverables for this week include: moodboards for the Living Room and the Warehouse, basic recolouring for the Living Room, a completed final Warehouse environment, and a working spawning objects prototype.

JavaScript Libraries and Flow Charts

This sprint we focused on the laying the groundwork for the project and writing the design document.   For the design document, I outlined the Technical Requirements, Technical Features, Interaction Features, and created a user experience flow chart (~4-5 hours).   The rest of the sprint was spent testing the JavaScript packages we plan to, or are interested in, implementing in the project (~4-6 hours).    Creating the user experience flow chart took a few iterations as we weren’t certain of the final gameplay.   The current version is fairly linear, but the gameplay is straight forward to make it easy to pick up and play.    A part of the final user experience flow chart. The packages I tested for our project were aframe-extras , aframe-physics , and aframe-click-drag-component .   ‘Extras’, as the name suggests, adds some extra functionality to A-Frame, including controller support, ‘Physics’ adds a physics system, while ‘C...