Week 7
·What Everyone Did
- A.J: Explored feasibility of transferring the project over to the Oculus Quest and discussed her findings with the team. Forked the team repo and began fully implementing Quest compatibility.
- P.J: PJ worked on smooth gameflow, adding a fast-forward ‘hot-key’ for insurance.
- Ben: Worked on rhythm puzzle animation, throwing puzzle logistics, miscellaneous things in main scene
- Hannah: worked on polishing/smoothertransitions (chaning hands for each puzle, making teleport indicator pulse, etc). Worked on smoothing throwing mechanics to no avail :)
Code Update
We continued to compile everything into a main scene and smooth gameplay arc, debugging all of the minor issues that arose. Hannah and Ben continued to troubleshoot the throwing game section and trialled different physics-based mechanisms.
Links to Examples of Added Code:
Idea Update
- We decided on an overall unifying song! The main theme from the film How to Train Your Dragon
Getting good feedback:
Showing off our project at the Open House:
Plan for Next Week
Add in the final song, reduce puzzle difficulty, and keep polishing!
- Easier version of throwing section
- Easier version of percussion section
- Have the main theme song synced to the puzzles
- Smooth out mechanics of puzzles and add some guidance/prompts to reduce confusion
Here is what everyone will do:
P.J:
- Add haptic feedback for puzzles
- Work on more effects (ex: music tempo changing during Fantasia, allow object collisions, etc)
Ben:
- Fix harmony puzzle eyeline tracking, export audio tracks for dragon song, add some kind of progress indicator
A.J:
- Continue transferring project over to Oculus Quest (change scripts, safety check to ensure gameplay is close to identical).
Hannah:
- Add UI guidence prompts
- Figure out teleporting without pushing buttons
Blocking Issues
- Figuring out the best way to scale down the difficulty of our puzzles will be a challenge.
- Smoothing out throwing mechanics is still troublesome.