Devlogs
Feb. 12 - Feb. 18 Level Prototype
illucidA downloadable game for Windows and macOS
This week we are working on level 1 prototype.
Level Design
Art Style
https://drive.google.com/file/d/1wUyWgx5A0aWifEnuV8wneDs6HOa3jQGl/view?usp=sharing
Developer Log
- Feb. 14: Level sketch + Level map 1.0
- Feb. 16:
- Complete in-level object interactions:
- Firewall trigger (corn seed, popcorn), water effect, button, door control
- Complete coding-level interaction
- Smoothen/fix player control/abilities
- Assets:
- Corn seed, popcorn, popcorn bucket, cup
- level map 1.1 after adjusting room size, wall height, etc.
- Feb. 17: Merge level 1 (CS side)
- Basic start menu
- Level demo with TA (Karthik feedback):
- need easy reset function
- more rooms
- levels too linear
- demonstrate unique use of "SuperView" (projector hint text should use Superview)
- CS Done:
Reformat {illusionManager.cs} to {illusionManager.cs, Superview.cs, Edgecut.cs}
Better pick-up animation and collision feedback while holding objects.
Superview Updates:
- Smooth field-of-view transaction due to some mouse issues.
- Superview is now able to use reversely. The player can make the object smaller now.
- Different objects now support different zoom properties.
- Set geometry threshold for min\max of front\back\depth of deformation.
- Minor issues like being unable to stand on the zoomable object, Tuning for level 1.
CS TODO:
- A box can be zoomed inside out and eventually covers the player to exit the level.
- Only calculate the collider when at the frame release object (implement when necessary).
- Make better threshold, Goal: the player can make an object to its original shape.
- Player press button interaction.