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August 18, 2021

Character Animations & Trap Credits

Tech
Dante Cameron, Conner Witte

The UI functionality is complete. Sliding in the finished button assets is all that it will need to be ready for play. As the last couple of features get added, building, testing, and filming are all top priority. As I am working to help complete the game from a tech and art side, I am also working on writing the script for both upcoming videos so that they can be filmed and edited ASAP.

 

Here is the complete function for making the UI work. This includes switching to a controls menu, a version of the game that begins with a tutorial, an exit button, as well as a way to return to the main menu from the Death/Win/Controls screens.

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Conner's patch notes:

- Created a "snapping" mechanic for Altars

- Altar pieces now respawn correctly when tossed off the map

- Finished sculpting terrain for VR player tutorial area

- Created new BPs for registering trap placement in VR tutorial area. There BPs have a visual element that responds to which trap is placed in the area

- All VR "win" conditions for tutorial level properly call the blueprint housing the win condition

- fixed issue where some terrain was allowing altar pieces to fall through the floor and be permanently stuck. This is fixed on the tutorial map, still need to check the MainMap

- Found a more complicated issue involving the grid squares. They will not let you place another trap even after the trap had been "destroyed" or otherwise moved. It has been fixed on the tutorial but need to be implemented to the rest of the tiles on the MainMap

- Tried and failed at getting the music start / stop issue resolved. Honestly not sure if there is a solution. Might have found one more thing to try, but prioritized the tutorial level mechanics

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Art + UI
Shira Sterling, Katie Howarth

We are finalizing any remaining art elements such as the siren animation and buttons for the UI elements. As we progress, we will adjust the list as needed for what needs to be included for art. The buttons and Siren are finalized for the tech team's tasks tasks. I have also been working on logos for the traps used in the tutorial level. 

The particle emitter for the alter, specifically when the player waves it hand to pop it, has been implemented and is functioning properly. We have also been continuing to optimize our assets. Lastly, we have been experiencing a lighting issue for the past week that has now been solved.

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Sound
Maura Hayes

I did some research and compiled inspiration for our sound effect that will play when each player finishes the tutorial level. My first thought was to do something like the classic Super Mario win jingle, but to lean away from the 8 bit tone and go for something that matches our established musicality. I also like how the Legend of Zelda uses the length of its success sound to build up suspense, so maybe pairing that with an animation of the player grabbing the trident could add a nice emotional aspect.

I created a sound effect for the PC player successfully completing the tutorial, as well as writing a script for our updated cinematic trailer. I believe Dante will be voicing the God's lines and I'll be doing the Hero lines.

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