Week 5

Tasks for this week: Plan for next week: Tech progress: The big progress for this week is that the players can feel the distance they move in the real world is similar to the distance they move in Unity scene. Moreover, the objects in the background do not move away rapidly when you come closer…


Tasks for this week:

  1. Coordinate test: the moving distance in the real world should be the same as the moving distance in Unity & solve the issue that the background objects moves away fast from the player. 
  2. Game design: the interaction flow design doc.
  3. Shader: pick a stylized shader.
  4. Environment: working on building a smaller scale scene for the half presentation and adding textures to mushrooms. 
  5. Character: The Mole’s first draft (including topologization & textures).
  6. Sound: make a list of sound effects (ambient sound, picking up mushroom sfx, etc.) and try implement them into the scene.

Plan for next week:

  1. Tech:
    • Add the pick-up function.
    • Record the tech demo for presentation (with the environment & shader).
  2. Art:
    • Finish initial set-dressing (grass, mushrooms, rocks, bamboos) & fix the scale.
    • Add the environment & character into the scene with shader implementation.
  3. Sound:
    • Put the sound effects into Unity.
  4. Design:
    • Draw a storyboard based on the interaction flow.
    • Make a PowerPoint for the presentation.

Tech progress:

The big progress for this week is that the players can feel the distance they move in the real world is similar to the distance they move in Unity scene. Moreover, the objects in the background do not move away rapidly when you come closer to the objects in the foreground.

Game design progress:

Based on the current tech progress, we moved on to designing basic interactions.

Current Game Flow:

  1. Players start by exploring the start scene.
  2. Players will be able to pick up tiny stuff such as mushrooms.
  3. Upon picking up the newest version of the mushroom, a new mushroom will pop out in the scene with a special sound effect.
    1. Players are now expected to interact with (pick up) the new mushroom.
    2. If the player picks the old version of Mushroom again, a warning sound will be played.
      1. No penalty yet, we are still exploring
  4. Players continue to pick up new versions of mushrooms pop out in the scene.
  5. The final special mushroom pops out behind rocks, with ambient sound reminding players to look for it.
  6. Gameplay ends now.
    1. The camera will push forward to showcase rest of the scene
      1. Path to slope scene
      2. The Slope scene

Art progress:

We wanted to make a stylized environment that suits Cavern well, and we found a good shader online that mimic Zelda style perfectly.

Here’s the link to the shader: https://github.com/ccontinisio/zelda-botw-toon-shader

And here are the screenshots of we applying the shader to the mushrooms and the mole.

Moreover, we finish the topology of the main character, mole. The next step is to add the texture to it.

And here’s the smaller scale environment:


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