This is the 1st pass of the 3rd chapter (#02). It’s a bit stub.
Sprint log:
Explanation and demo
—— Game
General
New: Started using the .ini config files more heavily. New LifeDev.ini file.
New: Started working on the save-game. Basic structure and methods in place.
New: Started working a bit on custom control mapping.
Started working on reducing the visual stress for people that needs/wants it.
Disabled Lumen by default. Mostly since it did not made a lot of sense, secondly to improve performance. (It can be enabled with the .ini config files).
Removed depth of field post process effect.
Performance pass
cleanup on things loaded
significance plugin working! Added to a bunch of objects in the scene.
Lots of bug fixes, cleanups, and improvements all around.
Removed unused assets, variables, and code.
Updated collisions.
Chapter 2
New: New chapter.
New: New room.
New: New character.
New: New types of interactions. Including cards.
Attempt to improve the lighting.
パラメーター adjustments.
Chapter 0 and 1
Added some new objects.
Improved some interactions.
Some tweaks and improvements in many aspects.
—–– Subsystems and plugins
Flashbacks
New: Added feature flag for strobe lights to disable flashing lights.
It can be toggled at the start, but also can be toggled on the .ini files.
Added duration to SetMax and SetMin.
LD/New: Created new flashback post process. Less visually confusing, more meaningful.
Dialogs
Not much.
Story
New: Feat to remove items at end of step.
New: Feat to ensure items at the start of a step.
Fixes on finishing step on item received.
Fix item rewarding.
Fix incorrect transition on last step of sequence.
Reworked the whole step cycle. Start, Stop, StartSequence. Much improved, such determinism, no bugs, good wow.
Improved character teleport.
LD: reworked chapter load cycle.
Inventory / Flags
New: Added ensure items, which makes sure there’s at least 1 of the item.
New: Added remove items, which removes completely an item.
New: Added ItemLogic class and CardLogic. Not much use yet, but allows for having custom logic instance for each item.
Interactions
Fix not being able to modify the root component in blueprints.
LD: Added UseItemDlgs. Which allows to define a map of items/dialogs, so that when an item is used it will trigger the specified dialog. Speeding up development considerably.
LD: Improves on animation management.
LD/New: Improves on flicker on flashback.
Sound
New: New sounds for drawers and lamps.
New: New music.
New: Added audio volumes for reverb and stuff.
Updated sounds groups and levels.
Art
New: New objects: Calendar, wide chair, bathtub, wide cabinet, stand lamp, books, toilet, hall, wide doors, picture frame.
New: New character!
New: Started experimenting with skeletal animations and voxel art hybrid.
New: Started experimenting with a new palette system for assets.
Improved, cleaned, and improved performance of voxel materials.
Utils
New: Added material and material functions for palette with vertex colors.
New: QuickMesh can set collisions.
Moved a bunch of voxel color related materials to JUtils plugin.
New! Significance
New: Finally working significance plugin. in a separate plugin to have clean dependencies.
Configurable through .ini files.
Use Background thread.
Update interval.
Number of player controllers to process.
Subsystem to control everything globally.
Component to easily control each actor individually.
Can be subclassed. LifeDev has a custom one that works in tandem with animations.
Everything is per instance configurable.
Auto register.
Simple to use.
Can override the significance calculation.
Delegates for changes and events.
Can adjust tick enabled and intervals.
Can control hiding components.
Significance depending on:
Actor being hidden
Last time rendered (visible). Configurable timeout.