Week 3 New year, new Progress, Walkarounds, and Core Development!

Team logo design by Lisa

Happy Chinese New year week!

This week, our team had the opportunity to showcase our progress during the quarter walkarounds, walking our faculty through our development so far. These discussions provided valuable feedback and helped solidify key decisions regarding our main story plot, level story, and core mechanics.

One of the biggest decisions we made this week was choosing Unity HDRP as our engine, along with the Penguin Tool Kit to aid in our game development. With this foundation in place, we began developing core mechanics and held multiple brainstorming sessions to refine the overall gameplay flow. Additionally, we had discussions with our Subject Matter Expert (SME) to ensure our mechanics aligned with our design goals.

Core Mechanic slide during quarter walkaround by Albert.

Individual Contributions:

Albert

  • Designed player abilities based on the verb “cast” as an initial draft.
  • Created early concepts and designs for basic spells and their corresponding puzzle mechanics.

Lisa

  • Drafted and finalized the logo design for the project.
  • Researched Unity’s asset packages to find potential resources for our game environment.

Visual concept by Ashling

Ashling

  • Started designing the project poster, working towards a mid-stage completion.

Yuhuai’s approach on Unity Night scene environment.

Yuhuai

  • Researched HDRP in Unity 6.0, testing its applications in various scenes.

Xixi

  • Reviewed and summarized the team’s game research findings from the previous week, focusing on how third-person action-adventure magic games introduce and reinforce spell usage.
  • Began conceptualizing puzzles based on game mechanics and designed the first scene’s map layout to integrate these mechanics.

Tianyi

  • Investigated Unity’s asset packages for environmental and gameplay elements.
  • Researched mechanics and abilities in Spellbook for potential integration.
  • Began familiarizing with Unity HDRP lighting settings.

Wuji’s set up for the pressure button

Wuji

  • Set up the HDRP project in Unity.
  • Developed basic level design tools for the team.
  • Collaborated with Albert to further refine the player ability system.

With our research and early development stages progressing steadily, next week we aim to further refine our mechanics, build test scenes, and prototype gameplay interactions. Stay tuned for more updates as we bring our magical world to life!