Last week the team got underway on implementation and started creating art assets and programming the components that could be put together to prototype our gameplay. We had a rough basic prototype with a player controller and placeholder terrain in place to give us a sense of scale.
This week the team prioritized the steps to iterate on our prototype and include a ‘mission’ with multiple objectives. So far our team had planned on utilizing missions to structure our core gameplay, so completing one of these units would give us a sense of how much we could finish in a semester and in what ways could we best extend our experience.
We also dedicated time to preparing for Friday’s faculty’s quarter semester walkaround. We wanted to use that time to give the faculty the most accurate idea of our goals and concept in order to get meaningful feedback.
This week James worked to organize the team’s efforts in different meetings in order to establish which tasks took priority to make a meaningful iteration on our prototype. He also took the lead on making the team’s quarters presentation and coordinating with our advisors to get feedback on the information we would present on Friday.
After discussing some general ideas with the team, Christian created a detailed outline for the team’s first mission, ‘Locating a Herd of Large Mammals’ and condensed that into a prioritized list from which the programmers could work. He also outlined specifics for the player’s ability to sneak and worked with the team as a whole to discuss more directions the gameplay could go.
This week the artists completed first drafts of summer and winter terrain to be incorporated into the game and give us a better sense of what proportions we should use. Shashank finished the caribou’s rigging but unfortunately some unexpected setbacks when importing it to Unity prevented us from incorporating animations with it into the prototype we showed on Friday. Eric was able to get a placeholder walk and run finished however, and Ken incorporated them into the project.
This week Ken was able to complete a system to create text prompts for the player, brought Eric’s placeholder draft of the caribou as well as the new terrain into the project. He added functionality so the player could sneak, and wrote some initial code to make the caribou move around the world and react to the player’s presence and their ‘state’. Levi implemented a database to store the user’s info, and setup the server backend on his local machine.
The team plans to go over the feedback we received from the faculty and evaluate the best ways to incorporate it into our implementation. We are excited to continue iterating on our prototype start planning out more details about the player’s experience.