Skip to main content

Sprint 8 - Beta and More Furniture

With the situation with COVID-19, scheduling of various projects has been interrupted greatly, including the progress on this project. Originally, it was planned that we would present the Beta build of our game, however that changed in the wake of the epidemic. Instead, I put together a video highlighting the key features, changes since Alpha, and what's to come before the final submission (~4hrs).



Besides the Beta, I had intended to work on VR functionality and getting VR controls working whilst doing testing with an actual VR headset. Unfortunately, this was interrupted by the outbreak so I shifted my focus on the other furniture.

I returned to the Table model and stripped it further by removing the skirt from the tabletop. I've also adjusted the symbols on the component to make them smaller and more distinct. The smaller size allows the symbols to get hidden after combining (~2hrs). Previously, the components had greenStar --> greenStar everywhere. Although the matching nature felt good at first, we soon realised that it could also mean legs should connect to each other, which they shouldn't. Changes to the combination are shown below.



I have adjusted these changes to the table and began stripping the chair (~3hrs). Thus concludes this week. As of Tuesday, I've acquired an Occulus Rift and will begin implementing controls after I've stripped all other furniture.

Comments

Popular posts from this blog

Sprint 5 - Finishing the Furniture

This week, I completed modelling (4hrs) and texturing (7hrs) the furniture that will be used in the scene. It took longer than I expected because I had difficulty nailing down an art style while also working with new techniques in Substance Painter that I wasn't familiar with. A big challenge was finding a style that I really liked and understanding how to achieve that. My experience is more in realistic modelling and texturing where it's easy to see where things don't look right. However, with stylized pieces, it's up to my own interpretation. I'm also working with a very base, low-resolution mesh because I want to avoid creating too much detail through normal or height maps. The simpler, the better, but, the simpler, the less there is to work with. The grand solution in nailing down a flexible art style was through the use of ambient occlusion. By baking the same model over itself, I get an AO map, which already improves the look dramatically as it removes ...

[WEEK 3] Illustrations and Alpha Prototype

This week, we need to complete the user interaction specification document, which contains many graphical components that need to be created. This includes the storyboard/wireframes, design compositions, and the architectural flow of our game. Additionally, the Alpha prototype is due next Friday! This is a huge priority and at this point, we will be relying on Mitchell to work on coding majority of the functional elements. Primitive environments have been prepared by Maxime, but they need to be tested in a VR environment (i.e. for scale). Priscilla will be putting together all the parts of the proposal document and supporting both Mitchell and Maxime with their tasks.