Phase 2 has begun construction. The platforms, basic environment, and architecture have been built in BSP
(binary space partitioning).
Elements such as the DOF volume and lighting effects have been translated to the new level file including the animated character as well as new animations for moving boxes.
Programming puzzles for the level in kismet is currently being worked on.
Phase 1 is currently being refined resolving the issues of jump distance and speed including an issue with the character entering a gravity volume and floating up. The issue with the light not working correctly was fixed.
Issues with the character clipping through the environment are being resolved by changing the collision box to the mesh of the character from the skeleton of the character, and then fine tuning the size of the collision box to suit the game. All the doors are now textured and animated.
Particle effects were added throughout the level to help the illusion of 3D space and depth.
The character is now fully textured and this is being applied to the animated versions within the game.
Khalid: Constructed the new phase of the level and puzzle design.
Reid: New sounds found and mixed. New assets modeled.
Leif: New animations for the character moving box and cutscene completion.
Justin: Character textured. Troubleshooting
Andrew: Level polishing. Added particle effects. Fixed jump/kismet issues and refined depth of field.
Tasks to accomplish:
Get animations matched in the game engine.
Adjust sound levels.
Finish textures.