Monday Guest Lecture: Game Testing

Tuesday Development Session
On Wednesday, I attempted to learn how to implement the mechanism where collected items appear in their designated UI positions by searching online tutorials on my own. However, no matter what I tried, it simply wouldn’t work. So on Thursday morning, I sought Ross’s help, and we finally achieved the desired effect.
Coding Development: Item System
Meanwhile, I received the official watercolour art assets for the clearing scene from Swan. Upon importing them into the game engine, I found the ground texture to be overly vibrant, overshadowing key elements such as items and the player character. After consulting with Swan, we reduced the saturation and increased the brightness of the ground texture, resulting in a much more visually harmonious composition.

Following this, I developed a fully automated walking mechanism for animal characters.
Coding Development: Animal Auto Navigation
GenAI Policy
Thursday afternoon’s session clarified the principles of generative AI and the institution’s policy regarding its use.
Following group discussions, everyone agreed that the use of generative AI to complete projects should be entirely prohibited within our group, whether for visual assets or narrative programming.

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