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

[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! :)

Sprint 10 - Adding more boxes and lots of scripting

As the final submission draws near, lots of work has yet to be done. Due to time constraints and the lack of resources in light of recent events, we made the decision to cut down our scope by removing VR functionality entirely and focus on desktop-to-desktop connection fully. With new goals in mind, I spent the beginning of the week by adding all the boxes for spawning furniture components. To do so, I started by replacing the blue boxes we used previously with stylised boxes that match the environment better. To tell the player what each box contains, an image of the rendered component is placed on each side. The challenge here was that I wanted to avoid creating a GLTF for every single box because it would have slowed down the page drastically. The solution was to instead use a single, universal GLTF for every box and placed images on each side of the box as explained previously (~6hrs). New Warehouse Area - Added new boxes Close up of updated box - Bright colours and side ...

Making Instructions

This week, I worked on creating all the instructions images for both the Warehouse and the Living Room. Although this was not a very difficult task, it was tedious to work on and took around 3hrs to complete. It was a challenge to adjust to our new schedules given the current circumstances and allot appropriate time to spend on each of our classes. The instructions in the Living Room show the current required furniture pieces and their quantities, which the Builder will need to communicate to the Finder in the Warehouse. See below for an example of pieces required for a table. On the other hand, the instructions in the Warehouse would show the symbols on the different furniture pieces that should touch in order to be combined, which the Finder will need to communicate to the Builder in the Living Room. See below for an example where the green heart marking should be made to touch the green circle marking. I will be putting the source link for these instructions into arr...