Monday, 12 March 2012

week 9

             Continuing on from the last week, it’s been tougher trying to incorporate the few new things into our game.
While utilizing shaders and textures had proven fruitful in creating our levels, and the fog effect has been managed properly, the night-time level has proven more difficult than the others. The light (which is done through the shader) is able to move in proximity to the player character, but it seems unable to rotate in the direction the character is facing. Moreover, the intensity of the light begins to decrease when the player character moves away from his starting location. Simply making the game run at a faster pace did not turn out as expected. While the game now runs at a proper speed for most environments, it still remains rather difficult to control and especially turn properly. This is only a minor problem however, and adjusting game speed may be an option included later.
While sound has successfully been implemented into the game, there is still the matter of recording and including various sound effects which are required for our game. As the midterms have finished and the deadline is fast approaching, we should begin to consider our method of recording and editing, the former more imminent than the latter. The animated cutscene and the game trailer is coming along smoothly, and we have begun to draft up rough ideas for our game prototype (again, a requirement for our course).

PROJECT OZ
Christian Perera (100343813)
Edward Kwok (100368569)
Joseph Tuffner (100393724)
Seonghyun Lee (100425275)
Shing Hei Yee (100419025)
Yang Zhou (100382767)

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