Week 6
·What Everyone Did
- A.J: Purchased and developed new shaders for better graphics. Began exploring switching the project over to the Oculus headset
- P.J:
- Ben:
- Hannah: Implemented he first version of the throwing puzzle, compiled everything into a single scene and worked on the mechanics of the transitions to/from each puzzle. Also ironed out teleport mechanics.
Code Update
This week we put a lot of effort into compiling everything together and making a smooth end-to-end experience.
Links to Examples of Added Code:
Idea Update
- Throwing puzzle is way too hard. We are thinking of making it non-sequential where you can hit any note in any order instead of the order being specified.
- We are going to see what we can do about making the music a more recognizable song. It’s hard to get a looping section with a structure suitable to our puzzles, but we think that a recognizable song will help pull the focus more to the music.
- Our orchesra is now located in space! We are going for the “magical orchestra” feel
Playing the Percussion Section:
Guiding Flocks of Shapes, Fantasia Moment Playing:
Plan for Next Week
Now it’s time for polishing everything up!
- Have a working melody puzzle
- Easier version of thowing puzzle
- Have all of the final music files ready and syncd to the puzzles
- Smooth out transitions between puzzles
- Smooth out mechanics of puzzles and reduce confusion
Here is what everyone will do:
P.J:
- Work on making flocking behavior during Fanaia moment more pronounced
- Work on mechanics of throwing
- Adding more effects
- Refine mechancis of melody puzzle
Ben:
- Work on easier throwing puzzle
- Reduce confusion of rhythm puzzle
- Make harmony puzzle single-handed
A.J:
- Look into transferring to oclus quest
Hannah:
- Polishing main scene interactions (teleporting, puzzles moving in and out, etc)
- Lighting of main scene
- Look into better audio files
Blocking Issues
- Getting the scene to “grid out” around the peripheial when teleporting. Aleks said he will help with this :)
- Creating a throwing mechanic that is more intuitive and less difficult
- Figuring out how to make the experience focus more on the music and not just the game aspect