Game development progress: Menu completed, procedural elements tested, positive feedback received.
October 12, 2023 - October 20, 2023
Steps Taken
Main Menu is finished and working, settings can be applied.
Pase menu is being integrated.
Experimenting with procedural Roots.
Experimenting with procedural Moss.
Spaceship interior is finished.
Spaceship integrated into Unreal.
Ice arrow is now working on Ice cube basis instead of freezing a rig.
Targeted audience and marketing research covers a great amount of information including user persona's
The current story and conflicts have been discussed with Mark Boerrigter to get Feedback on story telling.
Herman Paassen and Iain gave feedback on the UI stating it was very fitting and looking great.
We are contacing developpers from Zelda Tears of the Kingdom to see if we can learn more about there enviroment.
New enviromental 3D models have been made.
Trimsheets for spaceship are starting to fit with the same art style.
Joined entrepreneurial markt and found several leads on getting more information regarding setting-up a platform for a game, inteluactual property protection, privacy and legal set-up for a group of 8.
We were not able to get a private room within U-connect.
Meeting with Rob Reuvekamp give us lots of information regarding the help that Saxion can provide for business devlopment and how you should organise it.
Grass is now more optimized to enhance performance.
Challenges Faced
Level desing is bit of a struggle because we do not have a dedicated person for this > we will tackle this problem by organising one day on which the entire team brainstorms and helps with the level design.
Making the envrioment feel coherent is a bit of struggle even though Iain said it was good we as developpers feel that the 3D vs the almost 2D grass is not matching > we hope to find a way to tackle this problem by getting in touch with the devellopers of the latest zelda game.
Optimizing the 3D models yet keeping it alien is difficult due to lot of alien plant being abstract or complex and more complex 3D modells giving performance issues > looking for ways to minimize 3D model complexity yet keeping the enviroment looking alien by visual reserach and experimentation.
The enviroment below shows experimentation of different tree, bushes and mushrooms. Currently we removed some of the dots trying to create more coherence by making the textures more blunt and singular.
The UI is fully functioning including setting and can registrate when adjustments are made or not. In the screenshot below you can see the player in front of the menu.
To make a well integrated spaceship that is interactable we need to add our own colliders on to the spaceship because most normal colliders of Unreal are wrong or not optimized.
Trim sheets allow for very effective and optimized texturing. Below you can see the floor, part of the wall and in the inside of next to the tubes have some texture. These different textures exist on one texture map.
Marketing research covers the persona's of targeted audience all the way till the potential markt growth of VR gamer.