Starting the art production pipeline and closing in on the more final gameplay programming aspects is what weeks 9 and 10 were focused on. I combined these weeks into one post since I had a lot of things come up outside of the project but I was able to get some progress done regardless.
The stylized realistic hand painted style of textures for wood and metal were the first props I decided to implement, though the mesh for the stairs has some lighting issues that I haven't found the source of yet. Drawing in rust and wear took some iteration and practice since this is the first project that I've done this style of texturing on but I do think it came together well.
As far as the environments I'm still undecided on the final shading/post processing effects that I'd like to have so I'll keep messing with them until something clicks. Lighting wise I decided to use god rays for most lights in order to better point them out and give them a stylistic presence in the world. General lighting, mainly shadow resolution needs some work for both fidelity and optimization purposes. Most of the level has been designed and is being blocked out but the sewers section is the one area that has the most assets done.
Gameplay wise I started implementing some audio cues from some voice actors and a free audio bundle I was able to snag from CinePacks. There's still bugs with the ragdoll but fixing/sprucing up the combat loop and animations is the primary focus. Working on the AI is next since it can now reliably shift between states, though it gives up combat too easily. On the path of adding a save system I've gathered the stats that should be saved in addition to the usual like health and mana. These are now displayed in a UI that will show the player their stats at the end of the level. For replay value I might also add in a par time and timer but I'm split on how that might effect the immersive sim feel for this project.