Devlogs
Development Journal - Nov 1
Update Overview
This week, our goal was to incorporate the feedback we received from the playtesting session we ran on Friday to complete our Alpha release.
Progress
Implementation
Controls & Cues
- Added interaction cues for both xbox controller and keyboard/mouse input. For the xbox controller, now using online open source icons, but will use assets from the design team later.
- Added interaction cues for new interaction modes.
- Changed crosshair’s sprites and made sizing dynamic depending on if objects are/aren’t detected. Inverted +, o crosshairs to make interaction more salient.
- Fixed canvas size for the TV play/pause controls being inconsistent
- When a branching item is picked up, both versions are picked up together and a choice is presented to the user
- Changed control mappings such that inspect is button west and cancel is button east
Scenes
- Main Menu changed to fit designs. It now renders as a 3D image instead of a canvas.
- Created a new Memory scene to act as our puzzle location
- Made a copy of attic that only includes the side bedroom, with static blocking the windows
- Added camera effects when in memory scene to evoke feeling like you are in the tape
- Added button on TV canvas to enter memory scene and a new Input Action to leave memory scene back to attic
- Added Memory scene canvas to inform users the tape is rewriting itself when a branching item or all three key items are placed in the right locations. Automatic transport to the attic in front of the TV after these two cases is done.
- Players will be immediately transported into the Memory scene once they insert the tape, select a branching object, and open the TV to introduce the teleportation into the tape mechanic.
- Branching items have been moved closer to the TV
- Changed control mappings such that inspect is button west and cancel is button east
- Attic textures were updated to match the new assets
- Objects were resized to fit Vini’s model
- TVmodel now has emission and light sources on video playing.
Object Interactions
- Removed placement mode, made objects snap to raycast hit or puzzle target upon placement
- Hovering the cursor over an interactable object will cause that object to be highlighted for the duration the cursor is on it
Camera
- Hided cursor and adjusted horizontal camera speed.
- Readapted camera position to resizing on change.
Puzzle Logic
- Refactored puzzle logic related code for cleaner architecture
- Refactored object distance code for cleaner architecture. Objects can be placed in their correct locations and no longer removed.
Scripts & Tapes
- Colored versions of the tapes were created
Assets - Models
- New decoration models added.
- Main attic textured.
- Tape 1 colored.
- Main menu designed.
- Paused menu sketched.
- Glitch shader finished.
Assets - Audio
- Audio fully implemented for tape 1 original and branches
- Background music
- Voiceovers and effects for animatics
Challenges
- World vs local vectors inconsistent across functions made placing some objects difficult
- Difficulty with saving a scene state made initial implementation of scene hopping difficult. This resulted in a cut corner with two attics in the same scene and teleportation of the player between them.