
Focus of the week:
- Fixed bugs
- RFID system setup
- Improved flower growth and wilting systems
- Developed skyboxes
- Built willow tree and weeds models
- Finalized poster, half-sheet, and project logo
This week, we continued building the project based on feedback from Quarters, focusing on strengthening both technical systems and visual direction.
On the programming side, the team fixed several bugs identified during Quarters and continued setting up the RFID system for interactions. They also improved the flower growth system—flowers now grow to a partial size before being watered, creating a more noticeable and satisfying feedback when players interact with them. Additionally, they adjusted the wilting system so that flowers no longer decay all at once, resulting in a more natural and dynamic experience.
The team also began implementing the day–night transition within the scene and experimented with visual filters to achieve a gradual change in color saturation as flowers wilt. Other technical work included developing the automatic growth system for flowers, exploring skybox shaders, and continuing integration with Orbbec sensing.
On the narrative and audio side, our designer created skyboxes for both daytime and nighttime environments, helping to establish the mood of different phases of the experience. They also began testing AI-generated voice for narration.


For hardware, we developed a willow tree model to test within the CAVERN, as well as a weeds model with growth animation to support the weeding interaction.



In parallel, our visual identity work reached an important milestone—our project poster, half-sheet, and logo were all finalized this week.