Hooked up the main menu teleport system using the game instance blueprint. I need to decide if I want to do the same isometric square tile for the collected at main menu or a corridor menu layout
Storyline
I’m tossing up between two story lines right now. the initial one I had was that the main character is a human artist that is determined to reclaim the human art that was stolen by aliens so she is sneaking into all the alien art galleries to find the lost human art.
I had another idea recently which is that the artist is visiting these “dream” galleries to find the muse/inspiration. so there will be moments where things aren’t quite making sense.
Music
After being inspired by this website of jazz key, Marcos (who is going to help me a bit on the audio side) and I brainstormed a little bit about how to make more dynamic sound and music in the game. We decide that we would generate a set of notes based on the Jazz whole tone scale. He first tested out using the garage band piano but it ended up to be too clean and sterile. So I played some notes on the piano and recorded it. He was wondering how to play those notes effectively then realised we can use the samplr touchbar app!
First Kleenax playtest
Got some feedback from Marcos about his first play through:
the direction mapping of the controller is not what he expected, right now when he press up the character is walking north west instead of north. I understand that misalignment, but to navigate through the room it is hard to have to constantly be pressing down two arrow keys to get the correct forward vector. I did however made the adjustment with the direction input set from player controller to the camera (useful link)
the character feels like he is sliding around when he walks. which is probably due to the mismatch in timing and speed adjustments with the blendspace. I tried lowering the walk animation to a lower speed and see if there is an improvement
he also mentioned the rotation of the character feels too slow. So i adjusted the rotation rate in the character movement component inside the BP from Z=260 to Z=360
He prefer if the pick up of the object to be also of the spacebar key. which i agree but when I was first setting up the battle logic, i was a little bit anxious to combine that with the pick up logic, because overloading the input would make it harder to debug. Now that the state of the game is more stable, I decided to combine the two and just check if the player recently won, is in pulling or is close to the art piece to be stolen
He wished that the space is a little bit more spacious like a proper gallery rather than a lot of corridor space. Maybe I can adjust the initial seed image for the WFC to see how that adjust the procedural environment
some fun physics glitch for the art piece that is dropped after picked up
To-do for Tomorrow
record some piano notes for the procedural music
distortion shader for the mesh in the main menu.
adjust the WFC texture to see if I can populate more open rooms