Week 5: 1st Multiplayer Prototype

Good Morning!  This week we’ve resolved tech challenges and moved closer to our multiplayer physicals combat prototype goals. Here’s a rundown of our recent progress:

Technical Solutions:

We overcomed major technical issues related to networking and co-location by seeking support from Jason Pratt, an experienced mixed reality developer from Schell Game. With his insights and our programmer’s research, we resolved issues such as misaligned spatial anchors and colocation, ensuring a smoother integration of the virtual and physical environments.

Programming Updates:

Our programmers also divided tasks to solve the problem related to playtest and debugging in a shared mixed reality game. Arthur worked on a single-player attack and defense prototype (which will be adapted into multiplayer in the future demo), while Patrick focused on networking and co-location. We marked the solution to these issues by week’s end and showcased our initial attack and defense prototype.

Art:

To optimize workflows and reduce the workload on programmers, we adjusted our art asset implementation process. Responsibility for importing assets into Unity files shifted to our artists, creating collaboration and more effective workflow across the team’. At the same time, our artist finished the first monster’s textures, Tanuki’s model and, new environment models.

Visual Effects Development:

Our VFX artist created various effects according to concept arts, including fire and water landings, as well as dynamic attack animations with adjustable variables such as hitting surfaces.

Future Goals & Production Plans:

Moving forward, we’ll prioritize playtesting our two-player demo to gather user feedback and refine the experience. Additionally, we’ll dedicate time to preparing for our upcoming half-presentation.

Stay tuned for more updates as we progress on our development journey!