New Added Music and SFX The title screen and in-game scene were previously using the same background music, causing this event when the player's click on the start button then music will be cut and played again. The title screen music is changed into a new ambient background music that would hold the same nature-like theme to keep the game sounds around the same atmosphere feel. Another minor alteration is made to the pop up UI SFX. When triggered, it plays a pop up sound. Since the icon for that UI is a pen writing for the found clues to be documented in the sketchbook, an additional pen writing SFX is attached to that pop up.

Terrain As it is a walking exploration simulator, a map would be an incredible feature to guide players to explore the world more. To make the map feature work, a complete world with all the current biomes was made. I tried to make the shape a bit more organic than a round circle, and based on the size of the biomes, the land size was adjusted to make the grassland the largest and the graveyard the smallest.

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It is currently still lacking the grass and environment objects to make the world a lively place, which I will add next week. This base is to prepare for a hand-drawn map to be created.

Photobook The implementation of the photobook is a late addition that stemmed from the playtest we held. We observed that the players liked to take some aesthetic photos, so we feel that a photobook that stores all the photos taken will be a good feature.

Photobook

Photobook

Viewing Photo

Viewing Photo

As it is a last-minute feature, we haven't created the UI assets for the photobook, so when I created the layout of the photobook, I reused some of the old and some unused assets for the sketchbook for now. We plan on making new assets for the photobook in the future.

Atmospheric Additions The basis of our world being a circle means that the players can see the other side of the world which we want to cover, so we decided fog to cover up the middle island will be able to achieve this effect easily. The snow was also added to the twilight biome to add a bit more unique character and mystic feel to the biomes. For both, they are made using Unity's particle systems, which I followed from tutorials.

Popup For Biome Names and Tabs Appearing When Found After adding the tabs into the sketchbook, we feel that it was too much of a spoiler to reveal them when you open the sketchbook the first time, so I coded it so that when players enter a new biome, it will automatically reveal the relevant tabs in the sketchbook. The grassland as the starting biome will be revealed already, as it is the player's homeland.

Since we named each biome and they don't show up anywhere in the book, we felt it was a shame to conceal them from the players, so I coded it so that when players enter different biomes, the names of the respective biomes will pop up near the top of the screen. I placed the entry triggers at each split in the biomes, but to make it cohesive, I disabled the biome popups when players are in the respective biomes and only enable them when players have crossed into the nearby biomes. (add all the triggers to disappear when entered) To achieve this popup effect, I used animations to control the fade-in for the text, and they are enabled by calling them in the script with an animation controller.

Previous Weeks Bug Fix Status:

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To Make for Next Week

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