Devlog 6


Albus: 

I reviewed and edited the restart code and made it so the player can restart the game from the pause menu. I also created a checkpoint system which updates when the player reaches the next checkpoint. This led me to discover that the menu buttons were not working on the UI but realised that that it was clicking the images and not the button, so I turned off the ray cast for it not to be interactable. Also tidied up the scripts in my branch and placed them into folders. 



Ashleigh: 

Dialogue and some patterns had been created – such as dirt patterns and tiled floors, I had continued to aim to remain on the colour palettes that I had created in week five, continuing to use the browns and greys. In addition, I created some bits of dialogue for the player. The dialogue consisted mainly of the player’s emotions showing concern and confusion as to what had happened, and it also showed them figuring out what they must do over time to escape what has just happened. There were some issues I encountered such as not being able to complete some of my patterns in time, which I am continuing to work on now – attempting to get it done in time. 


Daniele: 

This week I implemented the shaders using the video I previously found. While this will not be the final adustment for these shaders I already believe that they are a huge upgrade, creating a completely different atmosphere and enhancing the colours of the objects. The settings are ready and easily available for when the real enviornment assets are implemented, most if not all 2d assets will not need to receive shaders so this for the most part concerns 3d assets. 

Along with this I have organised that everyone has completed their Devlogs and I put them together to post them on itch. 


Kurtis:  

My hand had recovered enough to be able to get some of the 3D models done, including the crowbar, a key, and two variants of a lamppost and a lever. The first variant being whole and undamaged for the past, and the second being a broken version for the present. 

Sarah:  

This week did not go how I had planned. One of my teammates found a bug in my push and pull script where the objects you can move collide with other objects while being moved. At first, I couldn’t figure it out – they had colliders, the code was all working. I realised it was because I was moving them using transform.position to move the objects, which overwrited Unity’s physics system, causing issues with the collision detection. To fix it, I practically had to scrap the original code and start from scratch. I could hardly find any tutorials or anything to help me, so I had to figure it out myself. As a result, I was unable to implement the dialogue system once again. 


Oleksandra: 

This week, I was drawing props, such as a table, shelves and posters for the laboratory using ProCreate. I also made an icon to visualise the timer running out when player is in the past. In the future, there will be a simple animation with a colour change to represent this. I was asked to send some PNGs for my buttons by one of my teammates as well, because they’ve met some problems while creating code for the UI. 


Get Echos of Time

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Fair enough, keep up the work!