Week 7: Half Presentation & Refining Our Vision

This week was a major milestone for our team as we successfully delivered our Half Presentation, featuring a live demo of our game. We received valuable feedback from faculty and playtesters, which will help shape the next phase of development. In response, we’ve begun refining our current level, adjusting scope, improving narrative depth, and aligning our art direction for a more cohesive experience.

As we head into spring break, each team member will focus on individual tasks to maintain development momentum. Our passion for this project continues to grow, and we’re excited to share more progress soon—stay tuned for our next update!

Individual Contributions:

Albert

  • Iterated on the Wood Temple level based on playtest feedback.
  • Began replacing art resources to enhance visual quality.

Lisa

  • Reviewed and refined the environment art & level designer pipeline.
  • Finalized the Millennium Tree.
  • Adjusted/Replaced hero asset prefabs in the engine.
  • Continued implementing assets in the central scene.

Hero assets by Lisa and Ashling

Yuhuai

  • Implemented a new checkpoint system and health regeneration system.
  • Fixed several existing bugs.
  • Polished and improved existing VFX.

Playtest notes summarized and organized by Xixi

Xixi

  • Organized and summarized faculty feedback from the Halves presentation.
  • Conducted additional playtesting on the Halves build to gather further insights.
  • Held a team meeting to refine the pipeline and version control process, ensuring smoother collaboration.
  • Completed the blockout for the first scene (Cave Level) based on feedback.

Dragonfly animation by Tianyi

Tianyi

  • Polished the dragonfly animation and imported it into the engine.
  • Started working on the vine-wrapping effect.

Wuji

  • Added a new wall-climb jump moveset to enhance movement mechanics.
  • Implemented auto respawn on fall for smoother gameplay.
  • Fine-tuned the Level Design – Art Pipeline in collaboration with the art team.

Ashling

  • Created Altar concept design and graybox placeholder.
  • Designed Wind Interactive Block concept and graybox placeholder.
  • Adjusted UI elements to improve player experience.

Current beat map by Xixi and Albert

Looking Ahead

With the Half Presentation behind us, we are refining our gameplay, visuals, and narrative direction to create an even more immersive experience. While next week is spring break, we’ll each be tackling personal development tasks to ensure continuous progress. Exciting things are ahead—stay tuned for more updates!