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ChronoCaverns: Portals of Time

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ChronoCaverns: Portals of Time

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Please try our new game: ChronoCaverns: Portals of Time!

Indiedb.com: https://www.indiedb.com/groups/unity-devs/downloads/chrono-caverns-portals-of-time

(What’s New?) A list of what has changed this week (tweaked mechanics, added content, etc).

UI Inventory Implementation:
Introduced a new UI inventory system called ItemBoard, consisting of three blocks representing items’ different states including Young, Normal, Old, Withered. The relationships between states are shown by blue/red arrows.
We also implemented logic to dynamically update the UI inventory with sprites representing the different ages of a collectible item (e.g. a tree or iceburg). This system changes the displayed sprites based on the collected item’s current state.
Another feature to highlight the current state of the item while graying out non-current states is also added
Key-pressing Guiding Enhancements:
When the player comes close to a collectable object, an animation of a key being pressed will show together with the highlighting of the object.
New Animation and Sound Effect
Some new animations regarding interaction with objects have been added. When placing steam (the third state of water) in the scene, a rising plume of hot air is generated to distinguish it from placing water. When climbing the tree, some leaves will fall and the tree will shake slightly with sound effects.

(What’s the Motivation?) A discussion / summary of why you made these changes. Where is your project headed?

1.     UI Inventory Implementation:
The motivation behind these changes is to enhance player engagement and provide a clear, intuitive interface for managing collected items within the game. The dynamic visualization of item states through the ItemBoard also informs players of their progress and adds a layer of strategy to the gameplay. By understanding the current state of collected items, players can make more informed decisions on how to use or interact with these items within the game world.
2.     Key-pressing Guiding Enhancements
The motivation for introducing the key-pressing guiding enhancements lies in improving user accessibility and providing an immediate, clear instruction for interaction. This is essential especially for new players.
The animation also adds a polished touch to the game, making the interaction not just functional but also visually pleasing.
3.     New Animation and Sound Effect
As is mentioned in the playtest and by TAs, our game lacks sound effect and needs a juicier gameplay experience. Hence, more animations and sound effects should be added to give players more feedback when interacting with game objects. Previously, tree climbing involved a static tree sprite. Now, it provides a realistic climbing experience with dynamic visuals and immersive audio. Secondly, the player should be able to distinguish between water and steam, so I added a vapor effect when placing steam.

(What’s Next?) What changes you plan to make for the next iteration.

1.     Compress the sprite sizes of all in-game objects. It aims to expand the camera’s field of view and create a more intricate and content-rich environment within each level.
2.     Add more juicy animations to our game as more objects and movements are created.

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