In this update4
Full notes
Full DEADCAM | ANALOG • SURVIVAL • HORROR update
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What changed
- Gameplay
- Maps
- Performance
DEADCAM | ANALOG • SURVIVAL • HORROR changes
IMPORTANT
First of all, my sincere apologies for breaking your save files. With this big update, I had to change the original save file's name.
This was for two reasons
I needed it to fit the naming scheme, and too many new variables would have made the old saves unusable. This should be a one-time thing, so again, my apologies.
Now, before I go into the nitty gritty of all the new stuff, I've created a short video to showcase some of the new changes.
For the past month or so, I’ve been working hard on expanding and improving existing features and mechanics. I've listened to feedback and mixed that with my existing plans for the game, resulting in an improved inventory system a new map system and an inspection system.
Of course one of the most important improvements is the performance side of the game. File:01 has been given a big performance and optimization pass. I've not yet been able to optimize the survival map but in time that will happen.
Performance Optimization Pass & Visual Aesthetic Overhaul
As mentioned, File:01 has undergone a big optimization pass. Now that the map is pretty much finalized I was able to instance a lot of models and reduce draw calls. I also taken a look at lighting and other aspects to further reduce GPU stress.
On top of that the visual aesthetic of File:01 has been given an update too. I've attempted to that Japanese feel through color tones and adding some finer details to the VHS feel of the game. I've added a hint of scanlines and screen dirt. The flashlight has also been made more prominent.
New Map System
The old map system has been replaced with a completely new one that's much more versatile and robust. The map is now a static image with a clear design. It should now be much easier to navigate the school (and future locations) by going through each section or floor.
Map markers and icons have also been implemented. Markers will only show up if you have unlocked the current location, which you can do by either finding a floor plan or simply discovering a new section. It just depends on how I've implemented it.
Important markers will always show up once a location has been unlocked, while others will only appear within a certain radius. This means you can now use the map to discover items and objects and of course, steer you in the right direction.
New Object Inspection System
I'm also introducing a new object inspection system with this update, which works retroactively. Meaning some of the objects in File:01 can now be inspected adding immersion and enriching gameplay. The new system was designed to further improve and extend the existing inventory system.
You'll now be able to have a good look at some of the objects you'll find. Most existing items have gotten an improved description as well, adding more background info and lore to the most important ones. This system will carry onto File:02 and beyond!
Improved Inventory System
The inventory system has also undergone a big update. Items are now listed properly, and you can click on an item to see more information. The "INFO" section has a dedicated space where I can now display longer and more detailed information, describing the object or inspecting it.
I've already added / changed lore-based objects and objectives in File:01 and I'm keen to add more. There's even more functionality set up for future
Source
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