Week 14 – April 24th: We’re Finally Here

The Sun rises, as The City comes to life
And the people leave their houses.
Yet for us, the job was done…

I apologize reader, but, as with most of these blog posts, the publication date is a lie. Our final presentation for this project happened yesterday, April 28th, yet I have set the publication date of this post to the 24th.

But… we’ve reached the end of the semester! This last week has mainly been four things: filming and editing our video, building and writing the documentation for our two demos, creating a package to extend the Spelunx toolkit with our technique, and creating and rehearsing our final presentation.

This was our final presentation, on the Tuesday after this week:

And here’s the trailer that played at the beginning of the presentation, by itself:

Here’s our final video, which we made out of the same footage. I’ll be putting this on the front page of the website:

And then finally, as promised last week, a full playthrough of Mérida!

In the end, we’ve accomplished our two goals I think. We made proved that Steve’s idea for a multiplayer CAVERN was possible, and saw where it worked and where it didn’t. Hopefully our demos help future teams in that experimental phase, so they can push even further on the design than we did! What I really want to come out of this project is for the design space of the CAVERN to widen. I want more than two players, more complex interactions, more dynamic and physical movement. And I hope a team in the near future does just that! I’ll come by to check it out when that happens. Maybe it’ll even be one of the first-years on our team.

Speaking of, as we finish out the semester, I need to acknowledge everyone on the team one more time.

The team has worked so hard, and so efficiently over this semester that I’ve hardly had to do anything to make all this happen. Everyone consistently made a serious effort to push for our project goals, beyond just trying to get some task list done. It really helped the process, and without that level of initiative, we wouldn’t have gotten nearly as far. I’d also like to thank our advisor, Drew, for encouraging us throughout the semester, and our advisor/client Steve, without whom we wouldn’t even have a CAVERN to work on. I also need to thank Steve for fixing the CAVERN when it broke due to a Windows update in the morning right before a playtest!

But… that’s all! The package should be next to the Spelunx toolkit in the ETC’s package server (ask Steve if you need help with that), the demos should be on the CAVERN’s computer, with instructions on their purpose and how to use them, so I think we’ve done it!

If you’ve been following along, I’ll thank you for reading as well, and hopefully, I see you sometime in the future!

This has been Team Torchbearer,
Signing off!