Week 8 Back from Spring break! Polishing and more

This week, our team reunited after spring break and gathered our work to continue pushing development forward. We revisited our previous graybox levels, replacing and refining them with polished assets and improved environments. At the same time, we remain committed to polishing our old levels while actively building new areas of the game.

Our current goal is to have a playable build featuring the most exciting parts of the game by Playtest Day in Week 10. With this in mind, we are refining our level designs, mechanics, and visuals to create an immersive experience for our players.

Individual Contributions:

Albert

  • Finished the paper design for a refined Wood Temple.
  • Started blockout work on the refined Wood Temple.

Environment in progress by Lisa

Lisa

  • Completed the asset replacements in the Cave Scene for a more polished look.
  • Began redesigning the center level’s platform, improving navigation and interaction.

Camera Shake effect by Yuhuai

Yuhuai

  • Created new VFX for mushrooms and altar interactions to enhance visual feedback.
  • Adjusted mushroom mechanics to improve player interaction.
  • Composed small demos for music, exploring sound integration into the game.

Wind temple 1.0 by Xixi

Xixi

  • Set up a dedicated bug tracking pipeline to monitor issues in builds and daily versions, ensuring efficient fixes.
  • Completed the blockout for Wind Temple 1.0.
  • Refined spatial design based on playtest feedback and SME input for a better player experience.

Tianyi

  • Implemented water materials in the scene and adjusted parameters for realistic rendering.
  • Worked with Wuji to implement the first version of the druid rescue experience.
  • Helped with altar effects and completed the altar purification animation using Timeline.

Wuji

  • Implemented additive scene loading to optimize the pipeline and build process.
  • Reworked some basic interactions and UI for smoother gameplay.
  • Began overhauling the combat system for better engagement.
  • Added Easy Save functionality to all triggers for seamless game progression.

Altar hero asset by Ashling

Ashling

  • Created the Altar hero asset, an important focal point in the game.
  • Finished implementing all scene dialogues and narratives, ensuring a cohesive storytelling experience.
  • Created the Wind Block hero asset, further expanding gameplay mechanics.

Looking Ahead

With only a few weeks until Playtest Day, we are pushing forward to refine our core gameplay experience, improve world-building, and enhance the overall player journey. Stay tuned for more updates as we bring Project Quessant closer to completion!