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**Because of the nature of an open world game, the scene in our unity is over the 100MB limit that GitHub has, making us unable to push the latest commits and maintain version control. Our attempts to use LFS ran into a problem where it says we have reached the maximum data usage…
To support the development of the game, we had to result to sending the project file to each other and updating our progress, this in turn slowed our progress with improving the game as well. This means that we split some tasks up with each other like decorating the terrains, clue addition, and more etc.**
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Changes to the Tutorial Page Based off the feedback from ‘Who’s Got Game!’ Gallery ****we determined that we still need to add additional key binds and information to help players quickly pick up the game. Below are the changes we added:
Before
After
The arrows to turn the page is also made bigger, along with a yellow shadow to make it hopefully make it obvious that you should click on it to turn the page.
Snow In Twilight In Week 11 I made some fog and snow SFX, but upon implementation the fog gave an undesirable effect, so I decided to remove the fog. The issue with the fog was that it didn't fit the look we wanted to go for, and it made the game incredibly laggy. For the snow, we still wanted snow to rain when players walk through the twilight biome, so I made the snow the child of the player. When the player walks into the biome popup for the twilight biomes, the snow will be enabled and follow the player, giving the illusion of snow raining around.
Clues Implemented Since we will be adding the red lines into the game, we also want players to click on it without being prompted by us. To make it easier, or if players are stuck, we decided to add a tip on the clues page to give players a nudge to progress the story of our game. The amount of clues we added exceeded the size of the pages, so the clue page replaced the map. Consequently, we removed the map from the sketchbook, as we didn't think it would fit.
Clue page 1
Clue page 1 - revealed clues
Clue page 2
Clue page 2 - revealed clues
How players Further Unlock the Story After players collect the clues from the overworld, these clues also contain red lines that can also be clicked on to reveal more text. This will reveal the story we are trying to tell. Some of these clues will further have additional red text, which will reveal the final sentence. To achieve this, I used buttons that will disappear when clicked and disable the blank page covering the page.
Clickable red line
Revealing the clues you obtained
After clicking on the lines
How the clues are shown on the sketchbook
Tabs Working On Click Ross helped to make the tabs work when they are clicked, and I implemented them into the other 2 tabs we have.
Decorating the Terrain As the environment scenes play a fairly large part in our game when players explore around, we wanted to enhance the areas with variants of assets. Some asset’s material textures work decent with the kind of art style render we’re going for, but many needed additional adjustments. Yao has repainted the texture materials for some assets, like the buildings and structural based models.
The texture that came with this asset uses gradient and through testing it with our shader, it doesn’t fit into the game scene very well. I went to blender to change the colours with gradient to solid colours and saturate the colour option.
Before
After
Pixies For the pixies, I wanted to make them as little tiny lights, with their true form too small to see with the naked eye. To make this effect, I used the particle system to create them.
Skybox System Yao handled with changing the skybox cycle again after playtesting the current day and night cycle we have, we realised that its skybox transition isn’t smooth enough, rather it’s pretty harsh. I went to follow a tutorial when I reflected on this instance in ‣, this tutorial follows with an addition that changes gradient lighting that would further bring immersion through the changes of different timestamps.
Map WIP As the sketchbook expands with more content, the existence of the map integrated into the sketchbook makes a little less sense as we go on. The time it took to flip to all the pages and the difficult task of making it work in the sketchbook were too complex to achieve. However, the map is not entirely scrapped. As the game is an open-world exploration game, players might get lost when walking or trying to find the last clues. This map we anticipate to be able to open with the ‘Q’ key bind and show the current location of the player and the missing clues that have not been found. The full map will be completed sometime next week.
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To Make for Next Week
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