17Nov/10Off
Daily Update
Accomplished:
- Got a rough cut of the 3 min video done
- Added magic mirror to scene 3
Tomorrow:
- get a build ready for testing and another build up for igf
17Nov/10Off
Daily Update
Today:
- made and placed badlands bg
- minor cleanup of cave endcaps
Tomorow:
- sand bg
17Nov/10Off
Dailies 11/16/2010
What I did:
- Last night before leaving we realized that networked multiplayer no longer worked. I found a forum post where someone had a problem with video textures in the webplayer giving the same error message I got and making networked multiplayer no longer work. Turns out we had the same issue, so I took out the video textures (used for torches) and replaced them with texture sequences.
- Playtesting!
What I plan to do:
- Fix zooming at gesture puzzles.
- A whole bunch of other misc fixes.
17Nov/10Off
Dailies 11/15/2010
What I did:
- Clearing the draw planes in 5.2 is now networked properly.
- Fixed a few character zooming glitches.
- Zoomout is now forced at a couple of places where buttons control moving platforms.
- Added a small black bar between the two screens.
- Fixed the bug where some torches wouldn't light.
- Fixed a footstep audio bug.
- Swapped the colors painted by the characters onto the draw planes in 5.2.
- Updated quality settings so lights look good using Forward rendering. Webplayer version now also has shadows.
- Can use ctrl in addition to shift to puppeteer characters. (Ctrl-click on macs doesn't seem to be detected in Unity as right-click, so we fake it now.)
- In level 2.1, players are now forced to zoom into head puzzles.
What I plan to do:
- Playtest!
17Nov/10Off
Dailies 11/12/2010 & 11/14/2010
What I did:
- Added head highlight on mouse over and head blink when standing in front of a head look or head tilt puzzle.
- Signifier glows on doors now stay on until the door shuts behind the player.
- Fixed bug where podiums and the invisibility overlay were shown when dead.
- On call puzzles with arms held up, you now have to raise arms before calling.
- Added piston sound effects.
What I plan to do:
- Changes to invisibility, zoom, and other things for Tuesday's playtest.