Festival Update
Guests love our game!

and a brief glance at how we decorate the game room
Bi-Weekly Update
These two weeks mark a critical period for IT TAKES THREE as we head toward our final submission, focusing heavily on integrating core features, refining levels, and polishing art assets.
Final Production Timeline
Our final push has specific deadlines for completing and delivering content:
- Dec 2: Deadline for Art Works and New Feature Implementation.
- Dec 3: Deadline for Programming Bug Fixing.
- Dec 4: Scheduled for the final presentation and project video delivery.
- Dec 5: Dedicated to Preparation and Fall Festival activities.
- Dec 8: The date for the Final Presentation.
Design and Programming Progress
We are solidifying core mechanics and player interactions:
- Level System: We successfully added a Level Progress System specifically for destructible walls.
- Level Revisions: We implemented design revisions for Levels 101, Halves, 401, and 501.
- Lobby Design: A Design Document is being created for the Level Lobby.
- Interpersonal Interactions: New interactions between players are being developed:
- The Mobile player can send an emoji that floats above the cat’s back.
- VR and Cat players can perform a “high five” by actively triggering the action simultaneously (Cat holds the button, VR touches the Cat with their hand/finger).
- If VR and Cat successfully high five, the mobile emoji will change to a “3’s high five” emoji.
- Playground Mechanics: We are targeting single game loops for core mechanics:
- Shield + Receiver: Implementing an effect that occurs after the receiver is activated, such as something burning or exploding. The shield must collide with the slingshot pellet without affecting the cat.
- Wind: Creating a game loop where the wind can blow a separate object, like a boat or parachute.
- VR-Cat Interaction: Allowing the VR player to shrink down to ride and pet the cat. When in giant mode, the VR player can tease the cat with a cat stick as a reward.
Art and Asset Updates
The art team is prioritizing assets needed for scene decoration and feature implementation:
- Required Scene Art: The Level Lobby must be fully decorated inside Unity.
- General Art Needs: New models or textures are needed for the Slingshot and the Giant. We are also creating mobile emojis and a new UI section (emoji wheel) for the Mobile player.
- Nice-to-Have Scene Art: These include decorating Level 501 (with unique platforms), adding a rotating and moving platform to Level 401, and creating landmarks in Level Halves after Checkpoint 3 for better player orientation.
Key Bug Fixes and Level Refinements
A focused bug-fixing period is scheduled to address known issues:
- Bug Fixes:
- The “resizing” issue on the Rotate Platform in Level Halves will be addressed.
- Fixes are coming for the slingshot pellet not grabbing the cat at the correct position and for the slingshot controller’s “pulled to left” behavior.
- Missing colliders in Level 401 will be fixed.
- A fix is planned to ensure the player faces the target direction when respawning in 101, Halves, and 401.
- Level Refinements:
- For Level 501, we will avoid dead ends, reduce platform speed by 0.5x, and make the recall button more visible.
- The “drop down” area in Level Halves will be made clearer by adding a visible checkpoint.
- Level 101 will be updated to add a moveable platform, giving the VR player more to interact with.
- Other: The Mobile player interaction is being changed to a virtual joystick.
