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July 16, 2021

Animatics & UI 

Tech
Conner Witte, Dante Cameron

The invisibility of the PC player and the Trapping capabilities of the VR player were the biggest tech hurdles that we tackled for the last couple weeks. We made a lot of good headway and progress on the design side of the trap selection system for the VR player, but we have run into a bit of a roadblock. It’s nearly complete with the new trap placement mechanic but there are a few things that have been programmed already that will need to be workshopped and fixed a bit. Also, a lot of code involving the trident particle generators was streamlined and should work smoothly with the material-changing aspects of the invisibility mechanic.

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Animatic
Maura Hayes, Shira Sterling

We have created a timed storyboard for one of our trailers. Maura created amazing music that will go into our trailer, so we then had to think about the visuals that would go alongside it. We thought about different camera angles, movements, gameplay shots we wanted to incorporate and sketched a storyboard. With the music we created a simple animatic and timed the shots to the music.

We will be gathering game footage based on shots from our animatic to create a first pass at a trailer.

User interface
Katie Howarth

I have also worked on the end Screen for when the PC player or VR player wins, as well as a control screen. We have discussed a version where the god is holding the Player to show defeat. We are working on the new illustrations for the profile of the god and once that is done both screens are set for implementation during the next sprint. We have also discussed and researched ways to find health and are looking to use a material only visible to the player based on distance, similar to the invisibility material. 

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