Sunday, April 12, 2020

First Executable

First, some changes (Garret Wied):

So as a team we decided to change the setting of our game to be on a space station instead of a submarine. To be frank, we did this mainly because there were very limited submarine assets for the type of style and aesthetic we wanted to adhere to, but there are a ton of low poly space station assets that work great together, so we made this decision to make our lives a bit easier.
We also have fleshed out the functionality of our game more. The player will have spots around the level they can teleport to for the movement, they do this by gazing at a designated teleportation object for a certain amount of time. As of now, we are thinking the enemy will patrol the area and attack the player if they get insight, but we are still working on that and it is subject to change as the player may not be able to run away quickly enough.

The Code (Laksha Parajuli):

I wrote some simple code to teleport around and created a light switch for testing. I want to make it where the lights flicker on and off so testing the light switch is a step towards that. The teleportation code is pretty similar to the code given in the video just with an added y-direction component. I plan on improving the code further by deactivating the current game object you teleport to so you are not inside it and reactivating it when you teleport away.

Bringing it all together (Kevin Benavides):

For a VR game, it's really important to have immersion. To accomplish that, we are going to have to focus in on the sound design of the game to ensure that we are accomplishing the horror theme that we are going for. Since our design has shifted away from a submarine and towards a space station, we will be looking toward ambient tech noises and how sound might travel inside of a spacecraft. As we move forward, I will be implementing the sounds that I create and adapt into our game, as well as helping Garret to design our level. Next steps for us are to get monsters into our game so that we can introduce the lose condition of our game.

Screenshots:

Recording:



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