We are now in week two of development on Travelling with Taste. Let’s go over what’s new!

General

Audio

We’ve collected a variety of sound effects to add juice to the game, including button press/unpress, rat squeaks, suitcase wheel rolling noises, suitcase handle sound effects, and elevator noises for the conveyor belts. We have yet to edit and mix the sound effects in engine, though, which is the next plan of action for audio related tasks.

UI

We’ve gotten some major progress on in-game UI!

An image displaying the main menu UI for Travelling with Taste.

We’ve created a functional main menu (set in a temporary scene).

An image of the credits UI.

Clicking on the “Credits” button will take you a screen with scrolling credits for our game.

An image of our UI button background sprite.

We’ve created a sample UI button which we will implement in the coming days.

an image of the in-game UI with a counter for collected cheese at the top left and a countdown timer at the top right.

We’ve outlined basic in-game UI, which features a timer and a cheese counter. The cheese counter is functional, and it will increase when the player collides with a collectible cheese object, and decrease when the player throws cheese.

Art

Let’s take a look at our Art Progress this week!

Models

First, we’ve finished our model for the Airport Security NPC.

The security agent model from the back. The security agent model from the front.

These are front and back pictures of our model.

The mesh for the security agent.

Here is a sculpt of the Airport Security Agent without any textures.

An in-progress development scene showing work-in-progress models for the button and conveyor belt.

Next, we modeled a conveyer belt asset and a sample button. Both of these were created, textured, and imported into the game.

The model for the player character, the suitcase.

Finally, we’ve made an updated version of our player character, the suitcase.

Animations

A development scene displaying the newest button model and its press animation.

We’ve created a button press animation as well.

A short video illustrating the scrolling mask used for the conveyor belt model.

We’re also created a scolling mask for the conveyor belt to indicate direction.

Tech

Player Mechanics

We implemented basic functionality for all of the player’s movement and game actions. This includes moving forward, moving backward, rotating left, rotating right, sprinting (with an FOV zoom-out!), and extending/retracting a “handle” object.

Enemy Mechanics

We created an AI behavior tree and patrol system allowing enemies to walk between patrol nodes in the world. We are currently implementing a system to distract enemies when they see a cheese object.

A short video of enemy AI pathfinding through multiple locations. A short video of enemy AI pathfinding around a pillar to get to its destination. An image of the blueprint code used for the enemy

World Mechanics

Finally, we implemented functionality for conveyor belts in the game world. They use a panning mask to animate a scrolling texture and properly move overlapping actors in the intended direction.

An image of the conveyor belt mesh and its panning texture. An image of the conveyor belt mesh and its panning texture. A gif demonstrating the newest implementation of the panning texture on the conveyor belt model.