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Showing posts from March, 2025

GagneDaniel_IMD3901_Milestone8

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 Milestone 8 Hours: 7 Unfortunately another week where I did not have much time to work on the project, but the time I did spend was very useful. Pretty much all of this time was spent towards optimizing the game as we tested it for a little on the VR headset and it was, well, laggy to say the least. The biggest challenge this week was finding out what was causing the issues. We thought to begin with it had to do with the clusters of objects, which was mainly just because of the really high poly count, but even when we reduced it it didn't seem to do much. So we then decided that maybe it was because the clusters were being made in blender and exported rather than just using single trees (some sort of complicated object shadow problem?). We ended up figuring out it was actually the grass, and we think it was because it had a very dense poly count, lots of faces in such a small area. So we essentially removed it and will add it in again later in a better way (PNG grass or displaceme...

GagneDaniel_IMD3901_Milestone7

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 Milestone 7 Hours: 15      This week we had beta presentations, so we worked a LOT on it. Most of the week was making sure we had a functional experience. As a group we essentially put in a whole day to just to getting it working and combined. We worked a lot separately, so combining everything together was really satisfying and ensured we had something made for the beta.      The biggest challenges this week were mostly just combining everything together and really pushing it as far as we could in the time we had. Once we had inserted everything together, we tried opening it on mobile and boy oh boy did we realize that we needed to work on optimization. The models were clearly too high poly, so (since I did a lot of the models and had the files) I went and I decimated almost all of them, reducing the poly count by almost 80%, which made it functional on mobile. The biggest individual challenge was the models being too high poly, but as a group I thin...

GagneDaniel_IMD3901_Milestone6

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 Milestone 6 Hours: 5.5     This week a big challenge was just having enough time to work on the project and get all my work for other classes and work done. What I did have time for however, felt very productive and useful for the beta that is coming up this week. We managed to get the script done so we contacted the VA for our project and have plans to record the dialogue this week. We also decided we may need a second VA for narration which will help with our accessibility. Other things I worked on this week included tweaking the music a little bit, and the big thing I worked on this week was getting some models done. Alex sent us some sketches which we started modelling, and I managed to get a pretty good grasp on some of the environment models which I will be continuing to work on in the upcoming week.      The biggest challenge this week was with modelling and making sure I tried to optimize thing as best possible. A lot of our shapes were fairly simp...

GagneDaniel_IMD3901_Milestone5

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 Milestone 5 Hours: ~ 12.5 hours      I spent a lot of time this week on the music, not only did I have to go in and edit it, but I also spend a long time finding free/royalty free looping samples that I could use to build this music with. A lot of the challenge was composing something that fit the mood without being too much. I ended up settling on something that is inspired by minecraft music, which I spent a lot of time researching how to build a track that followed that kind of sound. Piano as a base, with some light bells and strings in occasionally. I also added (and am still working on) getting some environment sounds in like the wind. The track isn't fully finished but it's getting there and I got some feedback from my group and they all seem to like it and think that sound is on the right track.      The biggest success was definitely composing something that worked and felt like it would fit our experience, despite not having much experience ...