Posted March 20, 2025 by Peter G
Hi, this is Peter from Team Fusion, here with my third devlog for our psychological horror game, Nex.exe. As our beta has come close to its end, my focus has been on programming features and polishing gameplay to deliver the narrative experience we want. Please enjoy my breakdown:
The infamous A.I. antagonist of our game is finally implemented in a near-final version.
Nex is a new A.I. assistant sent by your employer to empower you in doing your work. What the player will soon realize over the game is that Nex is doing more than you think. He's automating your entire workflow, and eerily causing people to get fired to "rightsize" the team.
Here is a clip of the player using him:
I laid out my intentions for making Nex in my previous devlog where I talked about how Nex will check the current email open and respond based on that. That's exactly what I did.
Nex can detect if an email has an actual response required or if its spam, giving different messages depending on if its relevant or not. Additionally, each time the player uses Nex they need to wait for him to load, which dynamically overwrites a TextMeshPro field below. He currently doesn't have any animations but there are sound effects and feedback for using him. Now when a player asks for help he will give the answer for the current email open, making the process of completing that task extremely fast.
Nex went through a few evolutions. Initially, I had a vision of making him his own tab, and made that implementation:
This had a few problems that arose UX-wise. Primarily, we found in our alpha playtest that players weren't even opening him or using him very much due to the fact he was on his own tab and other tabs could cover him.
Additionally, notice the scroll bar on the right of his tab. Each message would appear below, much like a live stream chat. This made it frustrating to tell which response was the newest one and the cropping as more messages came in was difficult to get right.
This led me to scrapping that approach for the current docked Nex section of the screen where he is always on the topmost layer. This means players will always see him and subconsciously process that to potentially give in to his help. But ultimately now, it's a much easier-to-read and use system, and when his animations are implemented I believe it will bring much more life to his character and intentions.
Before and during the reading week break, one of my tasks was to improve our computer email system for more immersion. Previously, a scriptable object email system would spawn emails in the inbox from the beginning of the game, and each email would have a corresponding document with it. This was a great first step, but to make these emails more dynamic I added a combination of improvements:
As previously mentioned, the game used to start with your email inbox full and the player would never receive any more. To change this, I modified the Email Database script, responsible for storing and distributing the information into the game so that it handled this differently.
How I Did It:
To engage players with the story and the character narratives we want to portray, I added a new follow-up email feature.
How I Did It:
I investigated how we can further improve the UI system in our email app this week. This led to me adding more immersive details. I added a new field in the scriptable objects for profile pictures, and the status for a character (online, idle, do not disturb, offline):
Some key takeaways for designers regarding UI and UX are:
In our alpha, we had planned for players to freely be able to move on and off the computer, go to bed to end the days, and potentially interact with parts of the world to progress. What I found through development were huge insights that ultimately led us to scrapping these mechanics. These were:
So by cutting it loose, we saved ourselves a lot of time that we can reinvest into making the rest of the experience much better. We ended up re-working this into a new menu system that automatically moves you to the computer when you start the game:
What was important to me this week was learning how cutting down our scope has led to a better workflow. Instead of trying to add a lot of mechanics and having some fall flat due to time constraints, we chose to polish one for a hopefully better experience.
Learning to remove and say no to things in projects is hard, especially when you've been working with it in mind for a long time. But most of the time it's necessary and healthy in the long run.
The next steps in the project are for me to focus for the next playtest. This means:
That wraps up my progress for now. I think the game is turning out exceptionally unique and I hope there were some valuable takeaways from my reflection. Thank you for reading and please look forward to the game!
Peter Georgakopoulos
Team Fusion