Postmortem


Postmortem:

Success:

  • The overall story was pretty successful, and the way we demonstrated can bring the players into this fictional world. 
  • The players hold item’s interaction with the other objects
  • The candle puzzle logic coding
  • The overall environment sound effect

Issues:

  • The glitching door was still not fixed at the end, so we pivoted to using a different way to approach it
  • Animations to enrich the environment
  • Certain object lighting within the environment, especially the housing scene
  • We did not figure out the menu system, so we decided to use a simpler way to let the player start the game. 

Future Iteration:

  • What we envision for future development would be some adjustments to the environments. For the first section, the terrain, pathing, and lighting could all be adjusted and work in conjunction in order to create a more visually interesting and intuitive exploration experience. 
  • In the same vein, the witch’s house interior could be redecorated to invoke a more dusty, creepy mood. This would include particle systems, new textures, and more detailed lighting.

What We Have Learned:

  • Using a bool as a flag and cleverly arranging the check function for certain puzzles within the code without checking the answer for every single frame
  • Terrain brush and build to create the landscape
  • Environment lighting and spotlight usage
  • Canvas & UI settings within VR
  • Grabbable object interacts with another item while the players hold it. 

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