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Delve into the Abyss Development Blog - Week 32

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   This week was a very uninteresting week when it came to work on the project. We started the week off by not really having a meeting since everyone was tired and we all came to an agreement that all the project needs was a few bug fixes and additions based on portfolio night. And I'd consider Portfolio Night into the general week here so, I'd say it was a huge success!    We got to show off a lot of our game to people and got some good critiques from people which I find good. Plus we have someone who'd want to be a repeated playtester for Delve! Other than that though, there wasn't much else.    Otherwise, I haven't done much else this week. I wanted to focus on my AI and the last of my Animation Portfolio projects. Plus the narrative elements are mostly done. Though my team hopes to work more on this project after the semester ends, so this may not be the end of Delve!

Delve into the Abyss Development Blog - Week 31

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   This week was a bit of a small week for the team. Our primary focus for the week was getting a playable executable set up before Portfolio Night. For me this meant adding in as many elements of the narrative as I possibly could.    I started off my work by going through the Mine level and adding in the prefabs for the audio logs of that level. This was mainly so we can have the first third of the narrative implemented even if we don't have the audio for them yet and probably won't for a while. At the very least I wanted players to be able to read the scripts of the audio logs so they can get a grasp of the underlying narrative of the story.    Later on I would get the audio file from Rebekah for the log that I repositioned into the Hub. I implemented this into the game and connected it to the audio log player, and it worked perfectly. I then fixed a few bugs Michael mentioned in regards to some softlocks regarding the UIs and the Pause Menu. All my tasks...

Delve into the Abyss Development Blog - Week 30

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     This week was a very productive week for me! One of my main goals this week was to create the actual prefab for our Audio Logs. This mainly meant creating an object that would play the log, and creating a UI display that would show the log's dialogue for reading.     The first thing I did was make the prefab itself. This mainly involved finding a good looking 3D object that would fit an audio log item that you can interact with. Then add a script made by Xiong that would play the log's associated audio file. From here I just had to add the trigger box and then we have our audio log object! Though I had to make a few adjustments.    I had to create a UI that would display the dialogue for the log. This wasn't too hard as it involved just copying and pasting a few UI assets from the biographies I made last week. However, I also needed to create a scroll box for the dialogue itself. This required me to look at a tutorial on how to do it, but it ...

Designing Interactive Displays Development Blog - Week 13

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     This week I did a little bit of fixing within the build. The primary thing I had to fix up was the second level being impossible to complete. This mostly just meant adding or recalibrating platform locations in order to account for our new jump height. It wasn't that much of a problem to fix but it did take a little bit of time to do.    I was eventually going to do some more work on our pitch document. I was going to take up Jaylen's segment since he hadn't finished it yet. But after some communication he said he was going to work on it later on in the week. So I didn't really do anything else on that front.     I'm a little worried about how the other designers are handling things though. Jaylen and Nathaniel both seem a bit slow and unreliable in regards to their jobs and promises. They keep saying they'll do things but they either do it when it's too late or don't do it at all.

Delve into the Abyss Development Blog - Week 29

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   This week felt like a relatively productive week. We started it off with a team meeting to agree on what we needed to finish before the upcoming portfolio night event. This mainly involved all of us needing to help with adding in systems that would improve the game based on player feedback! In my case this meant implementing the lore. We split our tasks to focus on the Hub for the first week, and the Mine level the next.    My alterations to the Hub involved adding in some ways to show people interactable objects. For me this came in two ways. One was to create an interactable computer that opened a UI that displays character information. Seeing as a big part of the lore focuses on us learning about what happened to the miners, I deemed it important to create a segment to read up on some character biographies so nobody is confused on who these people are. Especially since right now this seemed like an easy way to incorporate an interactable object.    I ...

Delve into the Abyss Development Blog - Week 28

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   This week was a continuation of writing out the narrative elements of Delve. With the audio logs completed to handle the miners' side of the story, we now needed to do the cultist's side. This would be told through tablets you would find throughout the latter half of the game. These tablets won't be voice acted though, so I had to make them a bit shorter as to not give players walls of text to read.    The main mindset I had is, whereas the voice logs strung together a mystery and narrative, the tablets expand the worldbuilding and give context behind certain things. This means that they both compliment each other in a way. I wanted the tablets to explore the cultist's society, alongside the various array of thought processes some of these cultists may have.     Currently I set up the scripts for the tablets within the Temple. This just leaves the tablets in the Maze to write out, but there won't be too many of those so I might set them up alongside...

Designing Interactive Displays Development Blog - Week 11

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   This week was a little more interesting. We started the week off with a meeting between the designers and project leads in order to find out where we are meant to progress from here. We agreed that we had to make a document compiling all the information needed for the wizard.    From here, the designers would meet in the middle of the week. Or at least, Michael and Chance did alongside myself. This meeting was to compile a list of everything we knew about what we had to do, and make a framework for the document. It was a bit of a lengthy meeting since we had to compile everything that had to be customized. But we came out of it with a solid plan in mind.    We would split everything we had to do amongst all five of our designers. Each designer would work on a specific segment of the documentation. I was tasked with the Tile Selection and Play Game segments. This mostly just involved setting up wireframes on how those sections work, then create descriptio...