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Pulling Everything Together

This weeks class saw us get a lot of elements finished and pulled into the build. I reviewed more of the animations and models being done by our artists. One of team members returned with a great white box of our level layout. Additionally our programmers continued looking into some of our upcoming tasks.

I assisted with getting the combat script working in the build. It ended up being a fairly small detail relating to the rigidbodies on the enemy, however it is the type of small issue that can be hard to actually find. Once we got that done we were able to start integrating more into the build.

Once our build master got the level geometry integrated into the build I started testing it out a bit. One of the first things that was apparent was that our initial assumption that being small in VR would be cool was correct. It is a very cool thing to have to look up in VR to see the entirety of an object and helps with immersion. On that note however, we will likely have to 'fudge' our scale a little bit in the interest of making gameplay interesting, otherwise it will take players far too long to actual travel anywhere. It is great to see things coming together however.

Even with whiteboxed assets the scale makes you feel small in VR

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