Week 6 – Preparing for Halves

Week 6 the team focusing on refining core systems and ensuring that the prototype clearly communicates the project’s gameplay, narrative, and visual direction. All while preparing for halves…

Gameplay and Programming

On the programming side, the team concentrated on building and stabilizing the technical framework required for the core gameplay loop. As narrative elements evolved, some adjustments were necessary to ensure the system could properly accommodate the updated question and item structures. The goal during this phase was to bring the prototype as close as possible to a functioning gameplay cycle in preparation for demonstrating the experience at Halves.

Alongside this work, Boreas finalized the core gameplay mechanics, particularly the calculations used to determine the outcome of each divination result. These calculations produce the Li Qi, the system that determines the outcome of the ritual and influences how the game responds to the player’s decisions.

As development progressed during the week, we made the decision to adjust the scope of our presentation in the final days leading up to Halves. This allowed our programmer to remain focused on implementing critical framework updates rather than diverting time to preparing demonstration builds for the presentation. As a result, the team made several significant revisions to the presentation itself so that it accurately reflected the rapid progress being made on the backend systems.

Narrative Development

The narrative team continued developing the question sheet and item sheet, which structure the divination prompts and the gameplay elements tied to them. This week’s narrative work focused especially on questions related to war, helping strengthen the thematic direction of the prototype and grounding the player’s choices in historically plausible concerns of the Shang Dynasty court.

Visual Effects

VFX work also progressed during the week, with a focus on integrating visual effects into the gameplay experience. Rather than developing effects in isolation, the team began testing how these elements function within the actual interaction flow of the game.

Art and Visual Design

On the art side, progress continued across both 3D and 2D assets. The team completed texture work for the 3D oracle bone model, refining its appearance for use within the ritual scene. Meanwhile, the 2D art team continued developing item designs for the gameplay cards, which will visually represent the resources or ritual elements used during divination.

Audio Development

Work on the project’s audio also began to take shape this week. The team set up the music instrument framework and began early experimentation with musical composition. These initial explorations will help define the tone and atmosphere of the ritual experience as the prototype continues to develop.


By the end of Week 6, the team had made significant progress toward a working game loop that could be completed before Spring Break. With the core gameplay systems nearing functionality and assets continuing to come together, the focus was on ensuring the prototype clearly communicates the experience we are building while setting the stage for the next phase of development.