Category: Uncategorised

  • Haptics and Final Build

    In this final update, we have added haptic feedbacks to get more sensory stimulations for players while solving puzzles and interactin with the environment. This was done last as OpenXR haptic was very wonky and fortunately, they have just recently released an update to make this work well enough. We have also finalized our development…

  • Implemented UI

    This update we have implemented UI for our. This includes the main menu, settings and end credits.

  • Lightings Baked

    As it was before when our project was full realtime, it had major performance issues. It oculd not be run on the Quest and is barely functioning in PC VR (Index). So we had to make a compromise, trading off a bit of quality for majrop performance boost. We disabled dynamic shadows in dyanmic objects…

  • Lightings and SFX added

    For this update, we have finalized our lightings and improved on some 3D assets (textures, design and poly count) . These lights are all realtime but depending on the performance we get fropm our test run, we will decide whether to bake them. SFX are also added to interactions. All voicelines have also been generated…

  • Progress Update – Level Design & Mechanic Integration

    For this update, we have added some more important elements for the level design that are crucial to create the aesthetics we are looking for. Some models are also added to replace previous placeholders. The most noticable change in the level design are the books, these are done using custom made editor scripts in Unity.…

  • Progress Update – Level Design & Mechanic Improvements

    For this update, we have added some more systems for puzzles and navigation. This includes the ladder system and a puzzle that is designed to work best in VR. The puzzle requires the player to gaze upon a point for a set amount of time to activate the pieces of the puzzle. This is very…

  • Story & Title Revised to: Magic Library Escape Room

    We have decided to revised the story. The player is now a student of a magical school (Harry Potter ish) trapped inside the school’s library. They have to find a way out. There will be no lose condition as the player could take their time to finish the puzzles. The story is linear and at…

  • Basic Populating of Environment

    This week, we have completed blocking out basic environment with various placeholder assets from different sources to get the right feel of the evnrionment for our game. To generate ideas as to the means of populating the scene, we used Stable Difusion AI to obtain more references for asset productions. Using the above images from…

  • Basic Game Mechanics and Level Design Demo and Drafts

    This week, we have completed developing and programming the most of the basic game mechanics. These include object interactions, lever system, slots system for puzzles and chest/key system. These are demonstrated in the video below: We have also finished our outline of the level and will improve on this as we go forward.

  • Story, Game Progression and Puzzles

    In today’s meeting, we have decided upon 2 core things vital to the design of the game: Story: The player, the sorcerer’s apprentice is tasked to retrieve something for his master within a chest. Game Progression and Puzzles: Finds a lever to unlock a hidden room with the chest and some books marked with Latin…