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Week11

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This week’s update: We finished our detailed storyboard and made asset adjustments based on feedback from our instructor, Ricardo.The initial version of narritive sound is complete, with the first draft generated using AI.We experimented with different endings and found a solution. We also added visual effects to make our gameplay clearer.

The flying church

Storyboard
Our storyboard consists of four parts: the rope course (using Xreal), the choir loft (using Quest), the zipline (using Xreal), and the ground (using Quest). We’ve chosen to utilize visual effects (VFX) as the main character to introduce each element to the player. This storyboard serves as the blueprint for finalizing the entire gameplay, environment animation, and sound system that we’ll be developing in Unity.

Asset adjustments
After meeting with our instructor, Ricardo, he provided suggestions to improve the slingshot. We decided to create two different versions: one for the choir loft and another for the ground. The slingshot on the choir loft is fixed to the ground and larger in size, whereas the slingshot on the ground is smaller and designed to be held by the player.

the first version

the second version

The initial version of sound
We’ve completed the introduction script this week and utilized AI to generate a test sound. This allows our programmer to integrate it into the sound system for initial testing purposes.

Experiment for ending
In the final scene, we needed to create a fading effect. Initially, we tried using a box to cover the camera, but the results were not satisfactory. Next, we experimented with a fog animation that could move through the church, but encountered some issues. Finally, we opted for making a passthrough box which is slightly larger than the current one and made animation to it, which successfully achieved the desired fade away effect.

visual effects
In the ground game, players encounter obstacles such as rocks, mud, and wooden crosses. Initially, these obstacles were hard to see against the background. To make them clearer and hint at the required fruit, we added visual effects (VFX). This improvement ensures players can easily identify and interact with obstacles.