Dev log - Week 5


Nuno:

This week I was unable to work as much as I'd wished, focusing more on the story itself. While we are in collaboration with the writting for games course our colleagues from there were having trouble with coming up with the whole story, as they were unaware of the limitations of the medium (requesting multiple cutscenes, etc), particularly with the size of our team. I and the rest of the team drafted a very rough skeleton of the story, along with the various elements that would be impossible to change, whether because they impact the gameplay or because they would be too much work to implement.

João Silva:

We made a great deal of progress this week. I worked on the movement system, adding support for controllers and camera.  Regarding the movement system, me and Nuno had already started working on it and so I continued from there. I experimented with different accelerations, and terminal velocities. I also ensured that the character accelerates in the directions of the camera.  Thankfully the time we spent thinking about movement and how to properly implement it was worth it as our current implementation (that still requires some work) is working really well.
Since last week we added the controls section to the design document, this week I only had to map the inputs to the right buttons. Unfortunatly, with the way the Unity's input system works, the same button id maps to different buttons of different types of controllers (Xinput and Directinput),  this led to some problems so we still have some work ahead of us regarding this topic.  
Finally, together with Rafael I worked on the camera using cinemachine and together we experimented different variations and now have a working camera that is a good starting point for our end goal.

Francisco Sousa:
Finally, some good old game development. This week we made a great deal of progress with the initial prototype of the game in Unity. I made some sound effects, implemented them in the project and started testing different sounds for various events. Also added an audiomixer to have more control over the sound within the game.
I've been wanting to implement a wind mechanic, so I went ahead and used the WindZone from unity, played around with it, and created wind areas whih can affect the player character in real time. These additions proved to be really useful, enhancing the overall experience a lot. The project so far is really simple, but already has such a great game feel! I think we're going in the right direction.

Rafael:
We finally started focusing on the game itself. As I had already looked into the in game camera module, cinemachine, for unity, I continued to fine tune the camera to get a good result to be able to show off. I worked together with João to make the camera respond to velocity by changing the FOV and also implemented a dead zone for the character to move in without camera movement. We are quite satisfied with this first good attempt, as it already feels smooth and complimentary to the sense of speed. Apart from this we've also been speaking and working more as a team, trying to separate tasks and support eachother in those tasks. We've figured out what direction we want to go in, with the lore and worldbuilding and are now working with the writers and artist to make something neat.

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