Postmortem


Postmortem

Success: 

For An and Lia who were mainly in charge for part of the coding and co-working with teammates responsible for the modeling and assets, we started with testing code on cube objects and it was really fun to drag the code onto the fine assets. During the process we get a better understanding of how to make use of the public floats, and adding movements to the assets in general. 

For Bob and Crystal who did mostly environment setup and build in this project. Creating the environment above and under water is a success for us. we tried a few ways to build an underwater environment, such as using shaders and editing the fog effect with code, and finally we found that using postprocessing worked the best. we kind of combined all the method for a better effect in our project in the end.

Several new things we learned through this assignment are: 

Using an invisible object to collide with the player, when the player entered the invisible area, delete the instruction arrow and set active to the next instruction

Change the value of a text file using script

Adding multiple sound effects to the player’s movement, and using sound to indicate good results/bad results  

Making the fish/shrimp to swim for a certain distance, turn around and walk in the opposite direction, make this a loop 

Failure:

We didn’t succeed to add pick up and throw function to the crab, and the Camera was falling underground after building.

We struggled on the movement of fishes a lot. We created 4 kind of movement for our underwater models. Some of them work, but fishes will sometimes still swim under the landform and usually hard for the hermit crab to catch. Also, I think because I made them as prefab, they all kind of moving in same way at the same time. So, later I had to uncheck the movement for one kind of fish for the player to catch easily and survive.

Lesson learned: 

Because we have a very large landform environment, placing models in the right place becomes very complicated and time-consuming. We learned that it is always helpful to draw out everything on a map before going into modeling. Although this time we start planning late on the locations of our objects,  importing our sketch in unity and mapping models accordingly definitely save us a lot of time.

Future development:

Refine UI interface

Refine animation of the crab 

Add levels by increasing the dropping speed of the health/shell bars 

Add narratives to the whole journey

Fix the movement of the fishes underwater, and add more interesting elements for user to explore

Files

A2_final_webgl.zip Play in browser
Mar 10, 2021
A2_final_win.zip 79 MB
Mar 10, 2021

Get Life of a hermit crab

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