Week 05

Design

In design, the team conducted a playtest where players responded positively to the cheering mechanic but highlighted the need for clearer feedback and greater freedom in how they cheer. A new system was developed to allow players to select cheering locations and interact with the audience without relying on phone screens, alongside discussions on incorporating educational goals. The full prototype game loop was completed and polished with sound and UI, and feedback was collected and analyzed to guide new gameplay features and upcoming Cavern interaction experiments.

Programming

  • Investigated toon shading and outline rendering for non-photorealistic look
  • Implemented spark collision VFX with particle controller
  • Integrated multiple VFX into prototype build
  • Improved Cavern rendering pipeline with post-processing support: modified cube map precision (int → half float) and adjusted render pass order to enable HDR and emissive materials
  • Identified limitation of Spelunx SDK: lack of post-processing support causes highlight clamping and degraded VFX quality

Art

  • Finalized logo design, branding, and built project website
  • Completed poster layout and illustration; assisted with logo unification and typesetting
  • Continued 3rd character design and began UI exploration
  • Created new VFX aligned with concept art; developed cel/toon shader and tested 2D style viability in Cavern
  • Organized team feedback and established direction for environment/art style