Devlogs
Development Journal - Nov 22
Update Overview
This week we mainly focused on completing the beta release of the game by incorporating all features, SFX, animations, and model texturing.
Progress
Implementation
Controls & Cues
- Replaced control icons with new icons, and added support for keyboard cues.
- Changed the “enter memory” button to use the dial in the TV
- Integrated new sprites for TV controls
- Added a pause menu that allows
- Resume the game
- Opening a settings page
- Returning to main menu
- Fixed the skip button on the intro scene to be bigger and selected by default
- Fixed resolution of control cues to scale with screens
- Fixed bug where the objects hide the UI
Object Interactions
- Added audio dialogue to all props upon inspection interaction
- Moving the player character now includes dynamic animation states between idle (no movement) and walking (movement)
Puzzle Logic
- Level 2 has been implemented. Players can now view the second tape and place the corresponding branching and 3 key items for the ending of the second tape.
SFX
- Integrate object interaction (pickup and placement) sfx for most of the interactable objects. Other objects will be added later.
- Added sfx for correct key object placement and when the tape changes (when branching object is correctly placed or all key objects are correctly placed)
Additional
- Added a script to flip animations into their reverse.
Scripts & Tapes
- Tape 1 updated with better subtitles and glitch effects + audio
- Updated intro scene with new effects
- Added transition into memory scene
Assets - Models
- Integrated ready all model textures into the game.
- Animations (boxes) were integrated into the game but lack interaction currently.
Assets - Audio
- Level 1 interaction sfx complete
- Entering/exiting memory sfx complete
- Branching/non branching items correct/incorrect placement sfx complete
- Level 2 interaction sfx in progress
- Tape 2 foleying in progress
- Integrated level 2 background music
Challenges
- Two different animators meant that there were some inconsistencies in naming the rigged model, thus animation had to be implemented late into the week’s development.