31Oct/10Off
Daily Update 10/30/2010
Accomplished:
- Added button click sound
- Adjusted and fixed glows and stuff in some scenes
Tomorrow:
- Playtest like a madman
30Oct/10Off
Daily Update 10/29/2010
Accomplished:
- Updated the play website. www.etc.cmu.edu/projects/cococo/play.html
- Added door sounds
- tweaked the levels a little to make them play nice with each other
Tomorrow:
- try to finish the game
29Oct/10Off
Daily Update… 10/21-10/29
Past:
- new ground textures
- multiple iterations on the tutorial graphics/iconography
- invisible tutorial 2D podium and overlay
- getting art into Unity
- TIG Jam
- playtests
- lots of long meetings...
- I'm sure some other stuff that I've forgotten...
29Oct/10Off
Dailies 10/28/2010
What I did:
- Camera views can now be angled.
- Updated all the platform prefabs with new models and colliders.
- Fixed the linked falling platforms in 4.1.
- Can now adjust pull/push speed of boxes for each particular box.
- Can now cheat through gesture tutorial. (Just press the C key a bunch.)
- Added support for random sound effects.
- Added very basic magic mirrors to 1.1.
- Added gradient terrain prefabs.
- Fixed bug where player can still yell while dead.
- Cleaned up a bunch of scenes, including reconnecting objects to their prefabs.
- Added sound effects to doors.
What I plan to do:
- Redo the whole visibility and podium system.
- Other less important tasks, time permitting.
29Oct/10Off
Daily Update 10/29/2010
Accomplished:
- Grabbed some sounds from all over
- Added sounds to the platform, and podium
- Placed the last scene (5.2)
Tomorrow:
- Do what it takes to get the game up and running and playable
- Get a new website up and running for the game
- Check all the doors glowing
28Oct/10Off
Dailies 10/27/2010
What I did:
- Invisible platforms are now faded when no one is standing on them.
- Platforms now use box instead of mesh colliders, in prep for switching the model to something more box-like.
- Added very basic context-sensitive call sounds to characters.
- Big long meeting to discuss what needs to be done for IGF and at TIGJam.
What I plan to do:
- Change invisibility behavior to work with new platform concept.
- Random sound effects.
- Other misc tweaks and fixes.
28Oct/10Off
Dailies 10/25/2010
What I did:
- Fixed a bug with networked actions.
- A bunch of big optimizations.
- Played with cool lighting and shadow effects.
- Switched to use our own master server and NAT facilitator.
- Mouse cursor is now faded when moving or puppetering.
What I plan to do:
- Make invisible platforms faded when no one is standing on them.
- Add context-sensitive call voices.
28Oct/10Off
Dailies 10/23/2010
What I did:
- Removed the glow shader effect and replaced with textured planes.
- Improved camera tracking on jumping and falling characters.
- Fixed character hand orientations.
What I plan to do:
- Optimizations to get the game running well on low-end computers.
- Switch to using our own master server.
28Oct/10Off
Dailies 10/22/2010
What I did:
- Smoothed out camera views.
- Camera now always tracks the character instead of the artifact.
- Added a .1 second leniency after falling off a platform where you are still allowed to jump.
- Pulled back cameras a bit when zoomed in.
- Character attractors can now be set to completely override the player's input.
- Fixed networking when starting the game at 2.1.
- Hopefully fixed the networked camera glitches.
- Hopefully fixed networked box issues.
- Fixed the bug where a character on a moving platform would pass through terrain.
- Added support for terrain-specific footstep sounds.
- Characters can now jump up through platforms.
- Characters will no longer drop through vertically-moving platforms.
What I plan to do:
- Redo glow effect using texture planes instead of glow shaders.
- Improve camera tracking of jumping characters.
28Oct/10Off
Daily 10/28 Cynthia Jiang
Done:
- In TIGJam!
- Add the screen split function
- fix the cut scene bug
- make the other player as monster
- Jump animation placeholder
- kill the artifact
Todo:
- Waiting screen for people to join
- Add the split screen moment
- Get a version to playtest
- Playtest