Full notes
Full LifeDev update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
2 fixes6 additions0 changes0 removals
- Gameplay
- Compatibility
- Events
- UI and audio
addedNew build is available!There were a few factors that resulted in having less content than i expected (i.e. it's pretty stub). But there's a ton of under-the-hood work :). Still this is the 2nd pass, so the focus was on adding content rather than features.
addedGeneralNew!: Upgraded to 5.3.2 on windows and similarly latest on Linux * New!: Added joystick support * * Note: i had an issue with my joystick so that the camera control sucks at the moment * New: Added new shader effects (not in use yet) * * OKLab conversions and Lerps. Gooch filter. Edge detection. And utilities (Lerps, Average, Kernels, etc) * New: Added test data layer to separate test functionality from actual game * New: Added starting chapter feature. Helps on development and will be used for save games * New: More animation curves (noise ramp, incubic) * Performance pass * * Removed unnecessary material creation among others * * Removed a bunch of unused plugins * Improved plugins' documentation and settings * Bug fixes and improvements all around
addedFlashbacksNew: Added lights reaction to flashback system
addedDialogsNew: More dialogs on interactions * Improved random dialogs * Reworked flow for dialogs for looking at items * Renamed plugin to avoid issues with another engine directory
fixedInteractionsNew!: Puzzle system leveraging the interact system * * Supports puzzles of type "combination" and "sequence" * * Able to repeat sequences * * No currently playable puzzle in game * New!: Extended interaction lifecycle to have multiple states on each interact * * Integrating the state management in the current flow and design * * Extended texts, transforms * * Works together with the Puzzle system * * Added state reset ability that works with the puzzle system * New: Optionally disable an interact while animating * Cleaned and refactored the reward/fade/destroy cycle * * Many fixes, improvements, and simplifications * * New: Added reward actor * Fixed issues with new materials and fade * Ported two more interaction to cpp
fixedSoundNew: More noises * New: Added sound to more elements (cards, batteries, clothes spots, etc) * Improved noises randomization and levels * Improved general attenuation settings (they still need much rework) * Fixed an issue with self-destroy and trigger sound
New build is available!
There were a few factors that resulted in having less content than i expected (i.e. it's pretty stub). But there's a ton of under-the-hood work :). Still this is the 2nd pass, so the focus was on adding content rather than features.
Sprint log:
Explanation and demo
General
- New!Upgraded to 5.3.2 on windows and similarly latest on Linux * New!: Added joystick support * * Note: i had an issue with my joystick so that the camera control sucks at the moment * New: Added new shader effects (not in use yet) * * OKLab conversions and Lerps. Gooch filter. Edge detection. And utilities (Lerps, Average, Kernels, etc) * New: Added test data layer to separate test functionality from actual game * New: Added starting chapter feature. Helps on development and will be used for save games * New: More animation curves (noise ramp, incubic) * Performance pass * * Removed unnecessary material creation among others * * Removed a bunch of unused plugins * Improved plugins' documentation and settings * Bug fixes and improvements all around
Flashbacks
- NewAdded lights reaction to flashback system
Dialogs
- NewMore dialogs on interactions * Improved random dialogs * Reworked flow for dialogs for looking at items * Renamed plugin to avoid issues with another engine directory
Story
Not much
Inventory
Not much
Interactions
- New!Puzzle system leveraging the interact system * * Supports puzzles of type "combination" and "sequence" * * Able to repeat sequences * * No currently playable puzzle in game * New!: Extended interaction lifecycle to have multiple states on each interact * * Integrating the state management in the current flow and design * * Extended texts, transforms * * Works together with the Puzzle system * * Added state reset ability that works with the puzzle system * New: Optionally disable an interact while animating * Cleaned and refactored the reward/fade/destroy cycle * * Many fixes, improvements, and simplifications * * New: Added reward actor * Fixed issues with new materials and fade * Ported two more interaction to cpp
Sound
- NewMore noises * New: Added sound to more elements (cards, batteries, clothes spots, etc) * Improved noises randomization and levels * Improved general attenuation settings (they still need much rework) * Fixed an issue with self-destroy and trigger sound
Utils
- NewAdd new actor pooling subsystem * * Manages multiple pools by class * * Non-intrusive, class agnostic and non reliant on interfaces * * Actor lifecycle management * * Allows to have pools that can grow or not * * * Also allows to decrease over a configurable time * Progress on the Significance Manager Subsystem plugin * * Moved to a new plugin to free dependencies * * Not in use yet
Chapter 0
- NewMore interactions * More rounded * Interactions more connected * Reworked the story flow * Improved some collision and animations * Attempt to improve the lightning * パラメーター adjustments
Source
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