DRAFTING ROOM

April 8, 2026

Build

  • Drones buzz like wasps with positional audio nodes assigned to the closest 20 drones

April 6, 2026

Build

  • Hell sequence additions and optimizations

April 3, 2026

Build

  • Hell sequence improvements

April 2, 2026

Build

  • Mobile & Incognito fingerprint id fixed
  • Scoreboard re-styled
  • TypicalWebpage and DraftingRoom log-section styles tightened for mobile
  • Added cooldown for fountain launch
  • Mobile jump button bug fixes and restyling to cover entire bottom right corner of screen
  • Used fountain texture for bloom stream and established a sinking system

April 1, 2026

Build

  • Mobile movements fixed, syncing with desktop movements/animations

March 31, 2026

Model

  • Reimported Steak model with wider shoulders, re-textured skin and re-modeled hands

Build

  • Mess with HAND_OFF = 0.0000001 & SHOULDER_SPREAD = 3 in PlayerHands.js to adjust arm positioning when firing projectiles.
  • Added a mirror using Reflector.js (added to objects folder) to adjust player model.
  • RUN_ARM_SPREAD = -0.30 in PlayerHands.js to adjust arm spread during run animation.

March 30, 2026

Model

  • Swapped out elevator model and platform model

Build

  • Fixed how the models above fade when falling into hell
  • Red fog fades to white fog when rising up the elevator. Bloom applied to this

Optimize

  • Continued to reduce lag before, during and after hell sequence

March 29, 2026

Build

  • Added floating heads in hell, WIP

Optimize

  • Reduced lag during and when falling into hell

March 28, 2026

Model

  • Rearranged planters and stairs on grand staircase
  • Shifted around benches around fountain on second level

Build

  • Momentum maintained after first jump
  • Changed player sprint and walk controls
  • Center of the fountain launches player upwards
  • Added "falling" animation

Optimize

  • Frustum culling implemented for enemies. Very effective

March 27, 2026

Build

  • Used textures from muscle man on low poly skinny model and now it looks good when the head pivots
  • Hand held out to "cast" a projectile. With hand being positioned in the rotation the camera is facing, palm open, fingers fanned and arms extended outwards.
  • Crouch & crouch idle animation added
  • Implemented two hand system and introduced PlayerHands.js to keep track of hand interactions and status
  • Vaulting animation added
  • Effective optimizing fix for hell sequence

March 26, 2026

Build

  • Testing different player models, obtained 3 good test models
  • Added neck pivot
  • Discovered player model was super small and was being placed at the end of the collider, which was under the camera, appearing as if the player is large but actually very small. Problem was Maximo's export

March 25, 2026

Build

  • Implemented player vaulting, can be performed by pressing spacebar while sprinting towards geometry shorter than player
  • Removed bunny hopping
  • Kept air control the same to allow to jump when from a stand still
  • Player momentum preserved during first jump

March 24, 2026

Build

  • Iterated on player models and baking animations to a glb model.

March 23, 2026

Server

  • Temporary fix for the firebase server

Build

  • Lowered sideLight2 intensity for better pilaster geometry clarity
  • Player model testing in order to give the player a sense of self among the environment
  • Added a loading.gif while the scoreboard data is being fetched
  • Randomized background offset for visual variety
  • Consolidated scoreboard initialization and UI injection
  • Drone model loading properly hopefully

Model

  • Large swaths of environment modeled ontop and within compound
  • More detailing of planters above

March 22, 2026

Modeling

  • Iterated fluted pilaster textures. Inspired by New York City's Natural History Museum, Hall of African Mammals.
  • Positioned Pilasters on the 2^n bay grid, offset inwards by 2 feet to be recessed in the wall, making it a pilaster.

March 21, 2026

Modeling

  • Used Erode plugin to form bush geometry
  • Used a bush texture and reused same texture for colored variants

Build

  • Separated treeline geometry from transparent.glb and now loading Treeline.glb in start() function

March 20, 2026

Modeling

  • Shaped basic geometry for grand staircase

March 19, 2026

Modeling

  • Began modeling in large swaths.

Website

  • Reworked this log section appearance
  • Streamlined CSS use in these 3 htmls and tweaked scoreboard appearance

March 18, 2026

Modeling

  • Shifted use of 2^n from being the literal dimensions of building parts to fitting the building parts into a 2^n bay grid. ((The stairs are 8" but that is not a power of 2. Could change it to 6" which would make it 2^-1))
  • Chiseled texture is now doubled for guardrails and along the sloped stairs for symmetry. This solves the issue with a chiseled baseboard on one side and a chiseled upper-half of a guardrail. They are now both chiseled.
  • Reworked stairs and planters in between flights

March 17, 2026

Modeling

  • Worked on adding planters to grand staircase
  • Redone chiseled details on sloped geometry next to stairs to be 4' above tread nose. (only on steps to the right. must update elsewhere)

March 16, 2026

Modeling

  • Added tropical plant and planter
  • Finalized bench design

Build

  • Brightened scene by adjusting AmbientLight and DirectionalLights in start() function in GameStateManager
  • Set antialias to false in GameEngine
  • Adjusted window.devicePixelRatio to "0.5, 2" in GameEngine. 0.5 fall back or 2 for maximum if the screen allows. Done to fix distant tree blurring

March 15, 2026

Modeling

  • Installed fountain and mist particles using same fountain texture
  • Iterated on bench designs

Build

  • Added projectile collision detection
  • Water texture now uses UV scrolling instead of sprite sheet cycling

March 13, 2026

Modeling

  • Drafting Room designation
  • Furnishing drafting room

Optimizing

  • Logged potential optimizations and made improvements where necessary
DraftingRoom