Blogpost #4


With just a week and a half left before we present our game at the AGD Spring Showcase, our team has been working day and night to make sure we have a polished game to show off. This past week, we have primarily focused on finishing up remaining level designs, asset placement, and lighting, placing audio cues and ambient noises into levels, animation for cutscenes, and capturing footage of levels for our trailer. We hope to continue our hard work and progress in the coming days so that Project Apophenia is a game we can truly be proud of. 

LEVELS

  • Asset placement and lighting in the Labs level has been completed
  • Polishing of the Engine Room and Biodome Levels are underway
  • Plans to add in the Wind mechanics are in progress
  • Asset placing and lighting completed for Outside intro level
  • Heat trigger boxes are created and ready to place in the intro level

BLUEPRINTING

  • Assets replaced inside blueprint scripts
  • In progress for creating animation blueprint for character
  • Completed one test build of the game
  • Finalized blueprinting for heat and health mechanics and are implementing them into levels

UI

  • Last adjustments have been made regarding controls and renaming the biodome level. 
  • The issues regarding seeing the mouse during gameplay after pausing have been fixed. 
  • Created visual indicators for heat and health conditions

AUDIO

  • Audio is wrapping up in all of the levels with ambiance sounds and triggered sound cues. Some sound effects are made to sound like they are emanating from a certain point in the levels, so wearing headphones will help the player identify the location and origin of the sounds. 
  • Audio logs and subtitles are finished.

ANIMATION

  • First pass for the cutscene has been completed and the other passes are in progress
  • Adding animations to character and creature are in progress

TRAILER

  • Footage for both gameplay and environments have been compiled
  • Rough edit completed

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