3/25 - 4/7/2024
In the past weeks, I integrated art into the castle, and facilitated conversations about final polish tweaks
Time Breakdown for 3/25 - 4/7 | | Total: | 12h |
---|---|---|---|
Castle Art Integration | 3h | Studio All Hands and Leads Meetings | 6h |
Creative Production Mentorship Metings | 2h | Task Creation & Outreach | 1h |
![](https://static.wixstatic.com/media/b4f087_9c5e0754b7154c57805d639267b06ffc~mv2.png/v1/fill/w_490,h_854,al_c,q_90,enc_auto/b4f087_9c5e0754b7154c57805d639267b06ffc~mv2.png)
Feature add is over! Now that we are in a polish phase for the rest of the project, my main task this past week was to import all of the unused and finished art for the castle scene into the Unity project. I once again made use of LDTK, and I found that the generic tile sets don't seem to work with the LDTK to Unity importer we are using (maybe it's an input settings issue?) Regardless, after some adjustments made to the tiles' positions and reassigning them to use an intgrid tileset type (what would normally be used for ground/environment tiles) I got a result that I am happy with!
In addition to working in-engine, I facilitated a lot of communication over the last two weeks about new overworld characters, dialogue events, areas and story-important prefabs (like the hero's spawn points!).
In the coming week, the Level Squad will be focused on continuing polish by finishing and integrating outstanding art assets, and lots and lots of bug-fixes!
Project Quest
Nicholas Way
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