Category: progress

  • progress for last friday and today

    on friday we were mostly fixing the interaction scripts to allow timelines to trigger within other timelines. this was pretty easy to do with signals, but took a bit to learn the general workflow of them. Timeline has so many tools it’s insane! i really love this feature. Did some more work on the puzzle too.

    today i did way more despite starting late, basically test the shit out of the fixes to the interaction scripts, polish some assets that were previously placeholders, and made some cutscenes. There’s one nag to figure out but that’s on me for not asking how multi-part puzzles work with the current tools. Ran into some lighting issues (point light not having much effect on the environment even when baked), and i think i’m half-way through this section. Just need to polish some of the puzzle design so it can’t be bruteforced (which i did during playtesting, so tweaks are on the way).

    Over the weekend i got some cool new designs for a really special character and i hope to see her in 3d soon.

    spinnin

  • i did my best

    went to see the new apartment, and i’m on the fence… but i was able to come back early and get some work done, mostly on n1rvanna since newprogrammer is yet to finish some stuff i need in order to continue level design in project D. worked on a long overdue design for a character we’ve been cooking for a while, and instead of being an asshole about it and keep it under wraps, here’s a doodle i made along with their character sheet.

    We also went knee deep on other narrative matters such as scheduling the order of the in-game days and which customers should show up at x or y date, and where to fit sam’s own arc.

    Tomorrow is friday and i possibly move this sunday, but like i said, i’m still on the fence about that… i really like my current place.

  • Wrapping up early

    more progress on the level, mostly coding gameplay elements that flew under our radar like a reader(?)… think of those screens that show up when you pick up a magazine or a book in resident evil and there’s the contents on the screen. some fixes to how door transitions change the camera angles, and general work on event triggers that will see a lot of use thanks to its timeline integration.

    I’m really excited about progress right now. Tomorrow i’ll go see the new place i’m likely moving to, that means sleeping early tonight and doing some other chores. Guy said it was gonna take like an hour so i’m gonna believe him and hopefully that’s the case.

  • september 1st

    forgot to post this on the 1st

    disregard the above, this log is for my work on september 1st, i just wrote it at like 12 am of the 2nd.

    grenade attacks 80% polished!

    needs more sound effects and maybe not have the listener in the player…

    Also partially did the first polish pass to one of the puzzle rooms, 7 more to go which seems a lot but i got hella distracted today.

    you gonna see a lot of flowers in this level.

    With this came a lot of props, so i worked on them too. Tested the new notification system and it seems to work alright.

    There’s so much shit to do tomorrow. By the way, as mentioned yesterday i won’t be able to work at some point this week due to moving places, but it’s possible i do that over the weekend. I’ll go see the stuff this thursday and see what’s up but that’s allegedly gonna take less than an hour.

  • easy day

    man, tomorrow will be september. what the fuck is time even!

    today we made some big progress. brought in sophie to do puzzle design for the levels and boy, it was the right choice as it lifted a bunch of weight off my shoulders, allowing me to focus where i have the most fun (important). More work on the new drone enemies, more specifically the grenade attacks and some impact effects, some sound work and character design.

    It’s possible i won’t be able to work for a couple days this week, as it’s likely i’ll be moving real soon from my current place to a bigger one.

    If i don’t fall asleep like a loser i’ll probably just go back to work and prototype this puzzle plan.

    check this anime-ass sound for the explosions.

  • august 27 and 28

    fixed the funny doors, made more props, adjusted particles for the new attacks, newprogrammer began coding the behavior for the new enemies, a much needed notifications system and polishing some other enemy behaviors. More work on the level and the writing.

    On n1rvanna we finally came to an agreement on where things should head story-wise. not gonna go into details but it was a pretty nasty week, but things should be smooth from now on in this regard. Big steps ahead.

  • yeee dungeon making baby

    so i did end up working on the level, just late because of some bullshit but i will keep working after writing this. so far just a bunch of prop making, fixing some quirks with how doors worked (looks like it was a bit finicky with assets made in blender instead of pro builder) and in general just making stuff happen. tomorrow we’ll likely code the new enemies i modeled and add whatever stuff comes up while i build.

  • august 25

    instead of doing the dungeon i ended up running a couple tests on modeling enemies myself, since most mooks don’t need to be super detailed. Dunno why i feel bad about this hehe, like, i legit got like a gut punch but this one was pretty important to get going since i might need to speed up generic enemies with less detailed geometry and texturing, and save main characters and antagonists for the actual 3d team with talent and time in their hands.

    Other than this more work on the backend of the character menu was done, as well as more writing. Tomorrow i do hope to go back to the dungeon proper.

    i made these two pretty quickly

  • i’m tired of being caught in the tangle of their lives

    Lots of progress in the funcionality side of things. we got weapon customization and augments working now, as well as the nice visuals for it. now we gotta find a way to introduce this content in a comfy way and i’d say we are pretty close to get it right.

    there’s also been some heavy writing work on both n1rvanna and project d and we are in fact butting heads over it. I’m more of an action type guy and i frankly hate planning things, but here we are. at least i got out of my rut and was able to establish most of the key points in the story we wanna tell in project d for this particular mission, and that’s a good thing.

    tomorrow i’ll go knee deep into dungeon design once more, but like, actually mapping it inside the game now that i have a solid method going on.

  • these people

    more work on the ui and playtesting. allegedly we fixed a big one where the enemies would stop moving until getting hit again after a canceled attack; a mechanic that was completely accidental, we never designed enemy attacks to be canceled by the player, it just happens in the right window and we left it there, but it had some unexpected consequences.

    the menu is not done yet but this is the format we are pursuing for it.

    the camera works ignoring timescale so it moves while the menu is in use. pretty funny stuff!

    i still feel pretty bad over not being able to keep creating content and having to make do with usual under-the-hood things, but we gotta keep the engine running.