However, the closer we got to the end of week 3, the more bugs and conflicts popped out to say hello. Between long hours of trying to understand why text with the same dimensions would magically disappear when we played the game to seamlessly combining player controls scripts and GUI scripts, this week tested the skill and mental strength of every member on this team.
Luckily, we had some nerve tingling fuel to get us through this week: Sour Patch Kids in various forms. We have progressed from the sour patch kid candy from week 2 to Sour Patch Kid flavored slushies which will forever be known as "sugary acid". Our mouths were not amused.
We now proudly announce that our game has two fully completed levels with a working save function, inventory GUI, and tutorial blueprints! From the hours of concentration to moments of glee, let's go through a week roundup of all our accomplishments this week.
Our CAD team has definitely had a busy week with completing tutorials for Level 2 models and moving on to the final and most complex level. Our CAD tutorials are becoming more hands-off as we encourage players to use their prior knowledge in order to complete the CAD models on this level. That means the only help we will provide on the part is a blueprint of our model and the rest is up to the user's skills.
- Created models of the key, pin, clamp, and wheel to be revealed in Level 3.
- Completed the tutorials for the key, pin, clamp, and wheel for Level 3.
- Finished modeling and creating a beautiful lever in one day (an impressive feat, believe me).
- Modified tutorial GUIs for Level 2 models.
- Modeled the counterweight for the elevator to be found in Level 2.
- Created the tutorial for the counterweight.
- Fixed screen resolution issues for tutorial GUIs.
Design team has emerged through the week with new models of robotics arms for our finished Level 3 environment. The intricate robotics arm was made by our awesome Ashley with careful eyeballing and multiple extrusions. With these robots, Level 3 looked significantly more detailed as the design team progressed like a well oiled machine: in sync and smooth!
- Fixed the elevator door model so that it can be animated properly.
- Created a door animation for Level 3 and incorporated into Level 3 environment.
- Planned the layout of Level 3 with Ashley and Arun's inputs.
- Designed the full Level 3 room.
- Modeled Level 3 robotic arms for an assembly line.
- Created a conveyor belt for Level 3 assembly line.
- Animated robotics arm animations.
- Learned and tested out how to use textures in Unity.
Arun has been an indispensible member of the team from creating a fully functional player to a great inventory GUI. The first two weeks has shown Arun as a calm and collected individual who is cool as a cucumber under pressure. However, this week has been particularly trying for all of us. Including Arun. Running on minimal sleep from staying up until 5AM to work out the kinks in Level 2, Friday was the final sprint to finishing the second deliverable, and he delivered.
- Created an Inventory GUI for users to hold their CAD models.
- Joined Level 1 and Level 2 designs together to create a smooth transition from Level 1 to Level 2.
- Imported all CAD tutorials from the CAD team and incorporated into the game.
- Created a save and load function for the game so that users can return to the point where they left off in the game.
- Animated the elevator door to open when player has collected all items.
- Debugged the entire game and solved all conflicts in the game display.