Below is a backdated log of some of the initial development prior to releasing online. Mainly for those that are curious and to scratch that completionist itch should I decide to look back someday. Hence why it is before the "first" post.
- CJ
- General
- Restructured some fundamental game state architecture. Now uses persistent custom game instance so is much cleaner in UI implementation and will make carrying information between maps much easier.
- Initial loading screen added to cover up transition between maps.
- Some basic setup for game progress, though it isn’t utilized yet.
- Getting closer to desired fix and result with Phantom, bug is fixed but reset of view isn’t desired.
- Base
- Multiple conversations available using new dialogue system. Placeholder portraits for now. Aster is most complete, Doctor after that, Tinkerer and his son are still pretty broken.
- IES Profiles added for a more nuanced lighting in the base.
- Wilderness
- Can now rescue villagers found out in the wilderness. They will give a small gift of a random supply for now.
- Updated laser gun sounds to give better player feedback. Now has a charge sound to go along with the charge shot. Also better visual effects to support it too (not socketed properly yet though)
- Added rumble to charging and releasing gunshot.
- Search command now works to highlight gatherables.
- Gatherables now picked up with the Use command instead of automatically.
- Known bug: Creating the “phantom” with Dpad up can cause a mismatch between the control scheme and the camera angle, making it very difficult to move. This is reset when you load between maps.
- Changed weapon to be more of a megaman/metroid style laser gun with charge shot. Hopefully will give combat a touch more variety as it develops.
- Initial “phase” hacking as phantom. Can hack energy pylons to cause them to become regenerative energy wells.
- Initial procedural decor, greyblocked most human models, finished some. Scale still a bit wonky and no collision.
- Initial pass of sound fx; including some loose environment sounds and combat fx.
- Map work on Wild01 including terrain texture polish and rework of Fir tree.
- Level ups now driven by data table making them much easier to balance. Consolidated level up system to reduce chance of data loss.
- Initial “Dwellers”, villagers that will eventually be rescued and possibly recruited. Currently have randomly generated gender, and name based off the gender.
- UI Controller Layout available in pause screen. No customization but allows for that in the future and will make maintenance easier.
- Player now dies correctly, playing an animation and loading the base map, instead of simply destroying the actor.
- Initial time of day setup - Randomizes lighting using three set times of day. Currently uses; Day, Evening, and Night.
- Test of bioluminescent foliage that is only active at night. (Very ugly right now)
- Resource pickups are now saved as part of the player so they will be able to eventually use them for base and equipment upgrades.
- Base now has initial UI for map screen and equipment upgrades.
- Equipment screen has subscreen for upgrading weapons (non-functional)
- Both equipment and upgrade screens show correct resource amounts
- Map screen allows for choice of destination (Currently only Wilds and Testing area)
- Fun little typewriter flourish when mousing over options in equipment screen. First exploration into shared macros.
- Main menu up and running, links to proper maps, and wipes player save data on “New game”.
- Tutorial now at least has warp out to actual game, contains notes for planned tutorial and how to play the game.
Release - Initial
- Relatively fleshed out “Wilderness 1” Map to explore
- Basic enemies spawn from destructible pylons
- Very bare-bones base
- Bare-bones core loop (base to gathering encounter, back to base)
- Initial experience gain and leveling up
- Experience and level are saved in file
- Bare-bones material gathering (colored orbs out in field)
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