Sprint 3

 This was sprint was both productive and exciting. I am the modeler for my team, but I cant say I enjoy modeling all too much, it was not my preferred role. Of course, I will do it to the best of my abilities. This sprint though, I was given some non modeling tasks which brought me great joy.

One of the big focuses for me during Sprint 3 was regarding the powerups. I modeled them, as well as created animated particles to indicate to the player that they are pick ups, and help hint at what the power ups do.


Going from left to right, we have:

Lightning particles, which are intended for the speed boost powerup

Ice particles, for the freeze powerup that stuns the Mazekeeper

Strength particles, For the similarly strength powerup, allows the player to break walls

Invisibility particles, for the Invisibility powerup that hides the player from the Maze keeper.


I was very happy with how they all turned out. I had worked with Unity particles before, but a lot o these used new elements that I had no previous experience with. The strength and invisibility particles both use multiple instances to get their look. The invisibility one specifically, uses 3; one for the lines, one for the circle like particles, and last for the fog.

I also created, and recreated around 7 times, two new components' for our 2nd maze. Maze 2 was suppose to use a hexagonal design. This means it would only really require two new original components, that being the pin, and the wall the connects to them. The level designer and I must of spent over a week going over this, as we simply could not get the walls to work universally on the pins.

We originally used a completely symmetrical hexagon, but made it so the walls that were diagonal, no longer had the proper angle or length, so we updated it to a 2 to 4 ratio:


This proved to be better, but we still hit the issue regarding the walls no longer fitting all the sides, which can be more easily seen with this reference, as the diagonal walls are notable longer then the flat ones:

The band aid solution to this was to make two separate walls, ones that are straight, and others that are diagonal.





This system works, but obviously would take a solid 30% more effort on the level designers part, as they had a whole additional piece that they had to use.

The only other 2 modular components or regular props I made this sprint were the ladder and checkpoint. This was intended to be used along side the silo, to allow the player to climb it, giving them a nice and strategic view of the maze.



The checkpoint was originally completed during Sprint 2, and was a flag. There some miscommunication regarding the producer and the designer, and they ended up changing the vision. The new checkpoint system was to be based on a sunflower, which I made below:




As mentioned above, I also worked on the 4 powerups, including their models. They go in order of the Speed powerup, which is a coffee cup, the freeze powerup, which is a snowflake, the jump powerup, which is a spring, and the strength powerup, which is a dumbbell:












These did not prove to challenging to model, but I was originally very scared regarding the spring due to its complex curvature. I was able to do research and find the appropriate tools which then made it very easy to create.

Overall I am very proud at the amount of points I was able to complete this sprint, its the highest I've done so far, and I think positively contributed to the game. I was unfortunately sick during Sprint 3 Presentations, but I was able to let my group know ahead of time, and I was told the presentation went very smoothly. Hoping sprint 4 goes just as well (minus me being sick of course)!







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