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Showing posts from May, 2025

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.