Final Project Dev Log

For my final assignment, I have chosen to continue working on my original VR Project, aiming to enhance its content and make quality of life improvements. One of the key areas I focused on was improving the water in the map. I created a custom material that allowed me to control the water’s color and transparency. This addition brought a more realistic touch to the environment, enabling players to see through the water in various parts of the map.
Expanding the map was another significant change I made. The original project had a compacted map that I created in Blender. Since the gameplay revolves around exploring the map with a torch, I felt it was necessary to expand its size. I accomplished this by creating more trees in Blender and importing them into Godot.
I also addressed the lack of a story in the game’s introduction. To provide a reason for the player’s presence on the island, I created a small boat model in Blender. I then designed a starting animation where the player’s boat sinks and the player is stranded on the island, clinging to a floating plank. The addition of this animation gave me a great sense of pride and transformed the project into something that truly felt like a game.
Furthermore, I made some adjustments to the props and added a small objective for players to find the torch in the map before embarking on their exploration. These changes collectively elevated my original project from a mere exploration of a small Blender-modeled map to a game that is beginning to take shape, offering a story and clear understanding for anyone who experiences it.
I am excited about continuing to work on this project in the future for my personal portfolio. There are several key features that can be added, such as an NPC and an objective to find the hidden gold on the island, which would provide the game with a more comprehensive narrative. Additionally, I aim to find a solution to enable players to navigate the stairs without having to rely on teleportation. However, these changes will be pursued at another time.
Overall, I take great pride in the progress I have made and the valuable lessons I have learned while working on this project.
This is a quick gameplay log of the final build of the game. I apologize for not muting my mic, you can do so on youtube.

VR Dev Log#2

For my VR project, I created a dark woods environment with ruins for exploration. The scene aims to create curiosity and immerse players in a mysterious atmosphere. At the start of the game, players find themselves in the woods facing a small ruins structure. They can pick up a torch to illuminate their surroundings.

This project was an enjoyable experiment. I used Blender to create the scene, which I then exported to Godot. Unlike my previous AR project, there was something special about walking around a scene I built from scratch. I particularly enjoyed placing models and recreating visual effects and atmosphere in Godot, including adding particle effects to create realistic fire for the torches. While the gameplay mainly involved picking up a torch and exploring, immersing myself in my own creation was truly rewarding.

I’m satisfied with what I’ve learned, created, and experimented with in this project. There are aspects I’d like to further explore and expand upon in my final project. For example, I aim to make it larger, delve into using textures and sounds, and bring more life to the environment.

Video Walkthrough in VR

VR Dev Blog#1

Dev Blog Post 1 – Donaldo A Lafaurie

What is the theme of your scene?

  • The theme of my scene is the ruins of an ancient civilization.

What objects will be in the scene?

  • I am working on modeling the ruins, torches, and foliage just to start off and create a small scene to explore. I will add more if I have enough time to do so.

Is there any interaction in the scene? (Besides basic movement)

  • Basic Movement
  • Interactable objects ( Torches, rocks, abandoned items )

What is the scale of the space?

  • The current space will be a small area where the player can explore, look around and interact with objects. I’m only focusing on the ruins and the jungle theme for now, I might scale it more if it’s doable with the time I have to model and test the scene.

How could sound be used in the scene?

  • Jungle noises
  • running water
  • wind
  • Erie sounds for the ruins

This is my current model in Blender

Photo Reference for the ruins

AR DevLog

Environment 3D Model Story

I started by creating the models in Blender. The story I’m trying to tell is simple. A car crash due to a tree in the road.

I used references to create the vehicle scene. The only futuristic touch is the wheels.
The tree models were created with the cylinder mesh, the dead tree was created using vectors by merging a plane mesh to its center to draw out the look of the tree, once I had the look I wanted for the dead tree I finished it by applying the skin modifier to it and adjust the amount.
This is the result as seen in the model viewer. I had problems with the normals and exporting any modifiers in my models. This last tip is for anyone
looking to get the correct export for your AR result.
Format: glTF Binary, including selected objects ( make sure to select all the models ), and in Geometry include Normals.

This is the current final result. The model works, all the models and scenes are set as created. However current version has the issue where the normals for the vehicle are inside out. Therefore the car model appears outside but if you look inside the vehicle you can see the black windows.

Week DevLog#2

This week I made minor changes to platform animations, created more obstacles, and made it easier to traverse.

  • Things to do:
  • Fix animation for the up-and-down platform.
    • Fix collision on a few rocks
    • add collectors
    • add checkpoint
    • add final objective
    • add collision for restarting after falling off the map

Weekly Dev Log #1

I’m currently designing my first level for my 3D game. I want to make a platformer inspired by PS1 Classics. Simple polygon levels you must traverse to reach the next objective/level.

Perspective View