After the playtest we set about fixing a lot of the issues that were brought up in the playtest. We wanted there to be more objectives, and discussions were started about how to implement the NPC’s in a way that would satisfy player desire to roam around freely.
A second quest was added – to put strawberries on a cake in the kitchen that would please the Mother. The NPC family models were created, and the father and son characters were also rigged and animated. Now they just needed to be given behaviours inside the game to interact with the rat.
The whitebox was also broadly finished, with only textures, implementation to Unity, additional props, and the rat tunnels to finish.




WEEK 6 TASK BREAKDOWN:
Parker:
– Programmed the cake quest
Hugo:
– 3D modelled, rigged, and animated the human NPC’s
Indiana:
– Finalising + texturing the whitebox
Chen:
– Completed the dialogue for the second quest
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