Posted October 01, 2022 by Peanut
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Welcome back for another monthly devlog, another productive month which is really starting to pull together all aspects of the game to make a coherent game.
The interior of the ship has been getting fleshed out to make it feel less empty, more is to be added but its a start and will by design by a very claustrophobic and tight space for you to navigate.
Pipes extruding from walls, a quick and crap job done to save time, money, and resources. The constant sound of hot steam rushing through pipes echoes through the rusting old ship, it feels like they could burst at any minute. but they haven't, they won't. even if it did SCI provides the required tools onboard in case of such an emergency.
The board of which coords are shown now has a in game model, mainly it looks nicer and allowed for some more atmospheric lights to be placed to give some more character and moodiness to the ship. but the bottom panel with nothing on it flashes a direction and plays a sound whenever close to a wall, much like iron lung it allows the player to easily move about the world.
The compass has also been added to the control table, it is seen in the picture above. it is simple in that it simply just points in the direction the rover is facing, giving the player more ability to map out where they are and having a sense of their environment.
The light in the ship has undergone a small yet immersive change, the light now flickers slightly in the ship.
This is done by using simplex noise generator in order to get differences in light that isn't too drastic as to keep it realistic looking, below is a video of what it looks like.
More music has been added to the game including main menu music and even credit music being added. The music is not custom nor my own, it is a purchased license which has been credited in the games credit. the music for the game has been obtained via gamdev market and music by AudibleDread.
Below is a segment of the menu music to give you an idea of what it is going to be like
There is a pause menu present in the game, this is a simple quality of life feature that allows for settings to be changed whilst in game without having to restart
The settings in Astrophobia get saved to a config file on the users computer in order to keep the settings they pick stored for if they exit the game and come back to it later. This doesn't give much to talk about apart from the fact that stating the saving function uses config files which also lets the player change settings from the config file itself if need be.
The main menu has started to be developed, as it currently stands the main menu is pretty simplistic in design.
The background cycles through a variety of AI generated images.
All of the artifacts in the game have now been modelled.
Weird unexplainable things found within this cave system which you're tasked with photographing and documenting. Each drastically different than the last.
Below is a showcase of just some of the artifacts you can expect to find in the world of Astrophobia
If there is any feedback or suggestions you guys have please feel free to leave a comment! and of course liking the devlog helps a lot