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Monday, May 19, 2014

Spring 2014 Week 8

Hi everyone!  We have been super busy trying to get new content worked on while also cleaning up the old content that we already have in our levels.  One of the big things about this week was that we want the UI to get fleshed out a little, so Jeff is starting all of that with a clean plate because the previous UI frames were off.  We presented at Dragon Army and also Trip Wire this week.  The whole team was at Dragon Army, but only Alex was available at the Trip Wire presentation, so we would like to thank him for committing his time to show off our hard work.

AJ Spent a lot of time going in and cleaning a lot of issues with the game and making lumi's guidance feedback more easier to read when grabbing objects. We had a really bad bug that wouldn't trigger our memory shard speed boost script when the game was created into an exe.

Tian (me) started the layout for the website, but it isn't finished yet.  Once the layout and information is laid down, I will post the link for everyone to see!


Tuesday, May 13, 2014

Spring 2014 Week 7

This week has been a lot of work for Nicole and Tian for texturing.  Brice is working on new landmark concept art for Beach 2.  AJ went back and fixed a lot of issues we had that affects gameplay.  One of the big things he fixed was a jumping issue where the player would jump at different heights at odd times.  This was brought up a lot during our playtest night on Thursday.  Jeff went in and placed a lot of sound effects for the environment.  My favorite is the boat creaking and the waves hitting land kind of sound.  It is really bringing the environment to life!


We have a guidance mode now that allows the player to hit tab or L trigger on the xbox controller and then the camera targets lumi and follows him while he moves around.  There is a set distance limit so he is able to venture far enough for puzzles, but doesn't travel the whole level by himself.


We finally have two versions of the memory shards!  One has the speed buff, and the other doesn't.  This way we can use according to what the puzzle requires rather than only having a speed buff memory shard.


Thursday, May 8, 2014

Spring 2014 Week 6

For this week, we were suppose to meet up with Eyes Wide Games and present our game, so we wanted to polish our game and also fix a couple of bugs.  One of the big things that we got in feedback was that the orb and counter HUD was really hard to see, so I (Tian) went in and increased the sizing of all those prefabs, and then even made a simple layout for it so it would look interesting.  I will be creating a website layout for Dissonance this weekend so we will have a running website by next week with all of our social network links and also a link to this blog.


AJ went in and fixed the lumi light so that the blurry circle is more solid, so the player can see the different in light and darkness better.  He also added in the music for the environment and also for the memory shards, so when you walk into the memory shards, it plays this ringing glory music.


The particles for the fireflies around the memory shard were increased in size so you could notice it better.  Also, we went in and added a rumble script for the controller so when the player gets closer to the memory shard, the XBOX controller would rumble as a feedback for the player.


I helped guide Alex to fixing the circle area for our memory shard safe zone.  This was an issue at the beginning because the bubble would pop in front of the terrain, so we went back and flatted the sphere to be more of a flat circle.


Alex's development of Beach level 2 went through a lot of changes and play testing, but it has finally come to a stage where we can start building the terrain for the map.


Here is also the tutorial level design that Alex worked on.  We will have billboards in the background that will help guide the player as to what controllers are and the goals of the game.