So this week I have been working on a couple of things.
Firstly, I went about getting some sounds for the game. I have some of the sounds for the light spell implemented, but I just need to edit the sound so it matches the spell a bit more.
The main thing I worked on however was the fire spell. It was quite straight forward to create. It works very similar to the light shoot spell, except instead of it being a light it is a fireball prefab. It also gets destroyed upon coliding with an object, unlike the light spell. Once I had this, I started thinking up some good uses for the fireball spell.
One of the things I thought would be really cool would be to add in a way to light up torches to illuminate the darkness. I decided to do this because using the lightspell might not be sufficient to get through the entire world, especially when you might have to solve a puzzle using another spell, which will plunge you into darkness. So now the light spell will be mainly used for getting around and finding torches that you can light up, and also navigating areas where there are no torches.
Here is a gif to demonstrate:
Lighting a torch with Fire Spell
The particle system you see for the fireball is only a place holder and I plan on making it more fireball like. I will be continiously tweaking the fire spell until it feels right, as it is now, it is a bit too hard to make contact with the torches, mainly due to the particle effect not representing the fireballs direction well enough.
I also got the integration for the Hydra and Oculus working together. It is a bit glitchy at the moment but I will be working on it for the next while. The main issue is the Razer Hydra. I think it needs to be held in a certain way for positional tracking to work correctly. I will probably have to purchase a fanny pack and make some adjustments to it and use that to hold the hydra around the player.
Other things I will be working on this week will be;
- Adding in more sounds
- Adding lerp to the Levitation spell, this will stop the object from just popping to the end of the wand and instead transition to the player
- Finding the best area for the Razer Hydra for optimal positional tracking
- Adding in a force push to the physics spell