Posted November 03, 2025 by GRIMSLEY7452
Aaron’s Work:
I have assessed the first, second, third, and chapel levels and given feedback on what I saw that needed to be attended to in the levels. I also cleaned up some of the dungeon map, and I was able to get a good idea of the rat VFX thanks to Professor Emerson. I have figured out how to get the rat in Niagara using the skeletal mesh. I am having issues with it moving forward. I also moved around some objects in the dungeon and cleaned up the assets and the flames around the candles.
Aidan’s Work:
Reworked the lighting. Redid the grass to be consistent with the garden maps. Disabled the shadows on the chandeliers to make the interior of the chapel brighter. Closed off the outdoor party area but kept the props for set dressing. Also added houses along the perimeter of the map for set dressing as well.
Christian’s Work:
Most of my work this week was supervisory stuff, watching for pull requests and making sure people were doing their tasks. This week, the focus was on people looking over each other’s maps and providing feedback. Additionally, people were to review their own maps to identify what they were missing based on a list of requirements shared by everyone on Wednesday, which Brian condensed into specific categories in a document.
Elian’s Work:
Found a few images that I feel like fit the vibe of what I want with my level, and most importantly, what the lighting looks like in those images as a reference for my own level. Also fixed a few object overlaps, deleted unnecessary walls, and added a green floor for the outside area. Also added some of the bigger throwable pots that the player can use.
Elijah’s Work:
Fixed the collision for the ceiling and throne room door. Added the stairs to the second floor of the throne room. Fixed the major issues in the throne room walls. Proof of work: https://imgur.com/a/oN8nfAT
Jacklynn’s Work:
This week, I wrapped up the last of the ui assets (yay!) and toyed around with reducing the lag caused by lighting in the prince’s bedroom level. I was unaware of the HUGE strain it was putting on people because I always use lowered viewport settings, so now the task is just adding sound and fixing the lighting!
https://imgur.com/a/LnL9Npo - Ui megathread 1; buttons
https://imgur.com/gallery/final-ui-megathread-2-hud-elements-jXnDdqf - ui megathread 2; hud elements
https://imgur.com/gallery/dtp-ui-assets-p45eR12 - ui megathread 3; carryable items part 1
https://imgur.com/gallery/last-ui-changes-hopefully-R6pxBEo - ui megathread 4; carryable items part 2
Kyra’s Work:
Photos: In class, reviewed other levels and gave art team feedback on lighting. Broke the garden level into its day-by-day maps. Adjusted the water gate to fit the crouching player and added stepping stones. Augmented invisible walls to give the player access to the water gate. Raised water gate for Night 2 and on. Added a boulder to block the water gate for Day 4. Boarded up the broken window and removed glass for Night 2 and on. Opened front doors for Day 4. Removed blockade for Day 4.
Lu’s Work:
For this week, my job is mainly working on keeping polish on the first floor based on feedback, and also trying to maintain consistency with the style and feel of other floors.