Week 11 Recap!


Wk11 Progress update! (To be posted in Wk12) Hi again, Crows! Here's what we've all been up to in the past week. 

Jacinta has been working on the... 

- Updating the issue tracker with new issues. 

- Completed the fact and FAQ sheet; This will be a public asset that individuals can refer to if they have a common question.

 - Organised the itch so that our team's page is accessible and their is now a public build available for all Crows to enjoy! 

- Researched how to add NPC profile pictures to dialogue. As someone who hasn't studied how to use yarnspinner it's a rather difficult task to undertake and it's proved be a challenge. However, through persistence, Jacinta has come up with a plan she intends on testing this coming week.

 - Uploaded the team's PGF Post-Mortem to itch. 

Zac has been diligently working on... 

- Implementing a new player movement system with independent camera controls. This camera can vary in angle and radius relative to the player so that the player can get the most out of their environment and be better able to look out for quest items to complete quests. 

Shiona has been working on... 

- Re-designing the quest book which involved creating new art assets. This includes; a change in UI background which depicts an opened book page and built-in bookmark. The page space is dedicated to active quest summaries to remind players which quests are currently in progress and what they need to find for each NPC.

- Improving quest book functionality by implementing a system where it can detect who the player has talked to and whether they've 'accepted' the various quests. Once a quest is accepted, it automatically appears in the newly re-designed quest book. 

- Continued working on the tutorial video and has even been diligently analysing how best they can improve it. 

Whereas I've been working on a variety of things like: 

- As you know, I wrote the previous blog post. 

- Added mesh colliders to the cave parkour mushrooms. The goal of this change was to make the parkour easier to achieve by ensuring the whole 3D form had this physical quality. 

- Resolved issue #14: "Create custom font variation for improved legibility". This involved taking the base of the original custom font - which designed entirely of outlines - and filling it in. From there I decreased each letters' thickness to create an easy to read body copy font in the style of the original. 

- Applied the fix for issue #28: "Add ranged constraint to raycast script". This means for the "Enter to interact" text to appear, the player must be in range and the raycast must hit any object on the correctly masked layer.

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