Here you guys can ask about how I'm doing on the game.
*Announcement*
I'm making a Beta for the game so you guys can test it. the Beta will only include a basic level maybe some computers and an enemy.
In other news I have added Post-Processing which are visual effects in unity.
NOW IT REALLY LOOKS LIKE A HORROR GAME!
I actually startled myself when play testing (Not like I jumped or anything, just a little spook)!
Ok I'm almost done with the Beta test, now when you play it you should know that I've been working on things that will not make an appearance in the Beta and I have only two models for the game: one made by our 3D modeler, and one made by me in Pro-builder so no player or enemy models. There is no sound except the theme music. Now I do have post processing which adds amazing shadows with little effort. With all this in mind don't get your hopes up visually or audible.
Aside from that, I finally "finished" the email system. I put quotations there because I think I'll overhaul it later on, but for now, it works quite well.
So I changed the enemy. The way I was doing it in the Demo was flawed so it only worked less then half the time. It work before the Demo but the enemy could see through walls (If you need to know: I used to use Vector3.Distance and In the Demo I was using Physics.Sherecast. I then used a super complicated system using Raycasts and rotations but it didn't work, so I'm going back to Vector3.Distance for now)
In my opinion, programming is a form of art.
I think I'll have it help a little if what I'm doing is long or difficult. Other than that, I'll probably do it myself because no one is a true master of anything, especially when it comes to me and coding, so I think I'll try to learn more before my practice becomes useless. ):
So guys... I just learned that the biggest game jam in the world starts in one month (The GMTK game jam https://itch.io/jam/gmtk-2023). I am going to take a break during that time. It's only 48 hours, and I thought that we could participate as a team. Just wanted to know. I appreciate your understanding. Thank you.
Edit: I've been looking at some assets on the Unity Asset Store, and WOW! There's some good stuff there. I have been using a model for the enemy (that doesn't fit at all) for a while now and now I have some sound effects that might make it into the finished product. I made sure to steer clear of music, and any models I use will be changed later unless our 3D modeler doesn't care about them. I'll message him momentarily.
I know I've said this a million times, but I'm so close to releasing the next demo! Also I've started rewriting the code the AI gave me a while back, partly because it's just too complicated for the AI to edit anymore but mostly cause Currently I'm not the best unity developer (Shocking I know) and I want to improve at programming. So while I might use it in the future, I most likely will just use it when I'm completely out of my league.
I have two big announcements:
Just wanted to alert you all of the big decision. Now the old project might be salvageable if you guys think I should keep the old project.
Excited for the future
codmen4000.
Ahoy! I first got my hands on the new beta now, gotta say I love it! It's truly amazing how much effort you put into it! I recorded my experience too, if you are interested I can post it here, but I just want to point out that there's a small typo in the settings menu, instead of saying 'difficutly', it says 'diffaculty', no pressure, just something I notcied, oh, and the automoton is nightmare-enduring, gave me the freaks, you don't want to kill me with a heart attack do you? :/ But in all seriousness it looks amazing Oh, and it may be because we have different sized monitors, but what I presume to be the objective box appears near the middle of the screen, I have a huge monitor though, so it could be on me, and where is the key card btw? Anyway, great work! Can't wait to see how it turns out!
Thank you, I'd love to see your play through! The typo was almost intentional because, at the time, I thought I had to create another demo quickly. Afterward, I decided to extend the process of the demo cause it was quite broken. The funny part is that the difficulty doesn't do anything. But the volume does affect some sounds, and the FPS setting definitely does some stuff. Especially if you set it to 1 FPS, which I added as a joke.
So I just tried HDRP, which is unity's most intense and high-quality renderer. I tried it for 10 minutes and freaked out! I knew it would be hard, but holy cow! It took 20 minutes just to load the thing! *proceeds in calm voice* What I'm saying is I will continue in URP (the second best unity renderer and a lot easier), and once I'm done with the build, I will continue in HDRP if I think I'm up for it.
Also the GMTK game jam starts tomorrow, by the time you read this it will probably today if it hasn't started already.
Tell me if it doesn't work or something.
Edit: You know what? Here's the link: (1) Codmen4000 (u/Codmen4000) - Reddit
Hello everyone! Just wanted to give an update. So we are finally (almost) where we were before BUT with better, simpler code and systems that aren't all connected. This means I'll be able to update the game more easily than before without breaking things. What I'm planning next is making the tasks unique with some fancy UI design, not just pressing a button. And level design, not just the 30-minute time crunch I did before. That was horrible. I'm not done, and everything I said above, I either did at the beginning or I did yesterday. I just haven't had the time to work on the project very much, but I think I'll be back to my normal schedule very soon. Thanks for sticking with me!
Hello. Just here to say that I haven't had time to work on the project in like... the last mount? I've been busy IRL but I'm back.
On a side not. Should the day/night cycle be timed (as in the player can explore for five minutes before the night begins) or using some sort of intractable object to skip the day. My thought is a mix of both so the player can skip the day time if they wish.
Also I've been thinking about the enemy patrol. In my previous betas the enemy entered a room and left. this was very simple system, but I was thinking about a system where the enemy will have a little path through each room before continuing to the next room.
Your thoughts?
PS: I'm very sorry about my unexpected break, but it was quite unavoidable.
No problems on the break topic, I too have had less spare time during my period moving from England to Norway.
So, I too agree the day-night-cycle should be a mix of the propositions, you sould be allowed to walk around and talk to people, but if there's nothing to do you could interact with your chair or something to skip the day.
As for enemy patrols, they sould have a sort of template for movement, but there should also be some randomness factor to it, so that the player can't inspect for one patrol, and then know exactly when and where to move, I was thinking maybe the patrols could occasionally split, for example 50% for them to go to the right, and 50% for them to go to the left, something like that.
So...Funny story. I learned that unity had changed their pricing plan. I didn't do very much research on it and finaly watched a video on it. after watching it I contemplated saying something because I thought it might change the fate of our project (Spoiler: it didn't).
I created a long message to you guys and... well I just learned that for many reasons that it didn't effect. Here are just two of them:
The "Funny" part is I labored over my response for about 30 minutes to an hour, and the original pricing-plan which is the reason I created such a long response, wouldn't have affected me either. HA HA! Well, just goes to show that you should do you research, especially on something this important, and never believe that you have all the facts. I actually have my original response saved on my computer it you guys want to see it.
Hope you all are doing well!
Nothing, that was one of the main problems, it would mean the end of small developers who can´t afford to pay such a big amount of money in case a free game blows up. Every install would count (it will in the new version of Unity) and by every install they really mean it, no real protection against piracy and I think they were trying to see what would happen in case someone installed the game multiple times out of malice. There´s a lot of interesting and messed up details about that plan