Devlog 5: Production Sprint Week2


Welcome back again to our fifth devlog! 3 weeks have passed, since we had 2 weeks of Easter break in between!

Let's show you all what we have done during these weeks!

Art

In terms of art, our team has been hard at work during this sprint. We've made some progress on several tasks, including:

  • Creating the house: Gwynne has finished the blockout of the house. Now we have a good overview of where all the models will have to be placed. There are a few rooms like a living room, a kitchen, bedrooms and a bathroom. In the blockout, the walls are quite thick, however she has also made the actual wall models that she is currently placing in the level. These models have half the thickness of the blockout walls. This way, the rooms don't feel too compact. 
  •  Rigging and texturing of Exorcist: Sina has put her time in working more on the exorcist model. She has rigged the model, so we can use it for some simple animations, and she has also tried out texturing it. 


  • Shaders: Xander has tested out some of the shaders we will be using for the game. He made a shader for cursed items. This way, the players know which items they have to cleanse, and which they dont. He also made a shader for the ghost and for the exorcist. They now have coloured lines around them so it is easy to distinguish who is who.
  • Fixed furniture:  Last week, Xander made 4 furniture pieces, but after a close look, they were not the correct size. He has updated these and placed them in his artscene. 

Cursed shader

Programming

  • Countdown timer: Jentl has made a timer that shows how much time is still left. This way, the players will know if they will have to hurry up getting the items cleansed, or if they still have some time. 

  • Haptic controller: Jef has made a basic implementation with short, medium and long rumble. This is done with the ability to make custom patterns via an animation curve in the editor. He made a custom editor window to add custom animation curves to an object with an HapticController. At the moment however, these curves are not evaluated and are not yet implemented. This is something to be done during the polish sprint.
  • Possession logic: Something else Jef did was reworking the possession to more easily handle multiple types, such as player possession or object possession. He has also added an IPossessable  interface. All objects that should be able to be possesed need a script that implements this interface. He has added a possessor script that shall be placed on all players that need the ability to possess.  Something extra he did was turning the shadow settings for the high-Fidelity URP render asset. He set the baked lightmaps to distance shadowmasks and decreased the realtime shadow distance.
  • Entering an exorcist:  One of the other things Jentl is working on is making sure ghosts can enter an exorcist. He started with adding 4 scripts with some basic functions. Then he worked on the BoxCast for the detection of the possession. After that he made some changes to the to the raycast: It can detect the exorcist now from the right distances, there is a difference between a possessable object and an exorcist, it will start the "startduel()  " in the  ExorcistPossession script when raycast interacts with layer 'Exorcist'. Lastly, it will start "PossessObject()" in the ObjecttPossession script when raycast interacts with 'Exorcist Obstacle'.
     He also Added verification when already possessing an object and button is pressed again a method named "ExitObject()" will be called.

That was it for this week! See you next week!


Files

SprintBuild_v2.rar 28 MB
Apr 18, 2023

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