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Steam News27 December 20232y ago

Devlog 14

New build is available! New chapter available! This is the 1st pass of the 3rd chapter (#02). It's a bit stub. Sprint log: Explanation and demo Game General * New: Started using the .ini config files more heavily.

Full notes

Full LifeDev update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix10 additions0 changes0 removals
  • Performance
  • Gameplay
  • Balance
  • UI and audio
addedGeneralNew: Started using the .ini config files more heavily. New LifeDev.ini file. * New: Started working on the save-game. Basic structure and methods in place. * New: Started working a bit on custom control mapping. * Started working on reducing the visual stress for people that needs/wants it. * * Disabled Lumen by default. Mostly since it did not made a lot of sense, secondly to improve performance. (It can be enabled with the .ini config files). * * Removed depth of field post process effect. * Performance pass * * cleanup on things loaded * * significance plugin working! Added to a bunch of objects in the scene. * _Lots_ of bug fixes, cleanups, and improvements all around. * * Removed unused assets, variables, and code. * * Updated collisions.
addedChapter 2New: New chapter. * New: New room. * New: New character. * New: New types of interactions. Including cards. * Attempt to improve the lighting. * パラメーター adjustments.
addedChapter 0 and 1Added some new objects. * Improved some interactions. * Some tweaks and improvements in many aspects.
addedArtNew: New objects: Calendar, wide chair, bathtub, wide cabinet, stand lamp, books, toilet, hall, wide doors, picture frame. * New: New character! * New: Started experimenting with skeletal animations and voxel art hybrid. * New: Started experimenting with a new palette system for assets. * Improved, cleaned, and improved performance of voxel materials.
addedFlashbacksNew: Added feature flag for strobe lights to disable flashing lights. * * It can be toggled at the start, but also can be toggled on the .ini files. * Added duration to SetMax and SetMin. * LD/New: Created new flashback post process. Less visually confusing, more meaningful.
addedStoryNew: Feat to remove items at end of step. * New: Feat to ensure items at the start of a step. * Fixes on finishing step on item received. * Fix item rewarding. * Fix incorrect transition on last step of sequence. * Reworked the whole step cycle. Start, Stop, StartSequence. Much improved, such determinism, no bugs, good wow. * Improved character teleport. * LD: reworked chapter load cycle.

New build is available! New chapter available!

This is the 1st pass of the 3rd chapter (#02). It's a bit stub.

Sprint log:

Explanation and demo

Game

General

  • NewStarted using the .ini config files more heavily. New LifeDev.ini file. * New: Started working on the save-game. Basic structure and methods in place. * New: Started working a bit on custom control mapping. * Started working on reducing the visual stress for people that needs/wants it. * * Disabled Lumen by default. Mostly since it did not made a lot of sense, secondly to improve performance. (It can be enabled with the .ini config files). * * Removed depth of field post process effect. * Performance pass * * cleanup on things loaded * * significance plugin working! Added to a bunch of objects in the scene. * _Lots_ of bug fixes, cleanups, and improvements all around. * * Removed unused assets, variables, and code. * * Updated collisions.

Chapter 2

  • NewNew chapter. * New: New room. * New: New character. * New: New types of interactions. Including cards. * Attempt to improve the lighting. * パラメーター adjustments.

Chapter 0 and 1

  • Added some new objects. * Improved some interactions. * Some tweaks and improvements in many aspects.

Art

  • NewNew objects: Calendar, wide chair, bathtub, wide cabinet, stand lamp, books, toilet, hall, wide doors, picture frame. * New: New character! * New: Started experimenting with skeletal animations and voxel art hybrid. * New: Started experimenting with a new palette system for assets. * Improved, cleaned, and improved performance of voxel materials.

Subsystems and plugins

Flashbacks

  • NewAdded feature flag for strobe lights to disable flashing lights. * * It can be toggled at the start, but also can be toggled on the .ini files. * Added duration to SetMax and SetMin. * LD/New: Created new flashback post process. Less visually confusing, more meaningful.

Dialogs

  • Not much.

Story

  • NewFeat to remove items at end of step. * New: Feat to ensure items at the start of a step. * Fixes on finishing step on item received. * Fix item rewarding. * Fix incorrect transition on last step of sequence. * Reworked the whole step cycle. Start, Stop, StartSequence. Much improved, such determinism, no bugs, good wow. * Improved character teleport. * LD: reworked chapter load cycle.

Inventory / Flags

  • NewAdded ensure items, which makes sure there's at least 1 of the item. * New: Added remove items, which removes completely an item. * New: Added ItemLogic class and CardLogic. Not much use yet, but allows for having custom logic instance for each item.

Interactions

  • Fix not being able to modify the root component in blueprints. * LDAdded UseItemDlgs. Which allows to define a map of items/dialogs, so that when an item is used it will trigger the specified dialog. Speeding up development considerably. * LD: Improves on animation management. * LD/New: Improves on flicker on flashback.

Sound

  • NewNew sounds for drawers and lamps. * New: New music. * New: Added audio volumes for reverb and stuff. * Updated sounds groups and levels.

Utils

  • NewAdded material and material functions for palette with vertex colors. * New: QuickMesh can set collisions. * Moved a bunch of voxel color related materials to JUtils plugin.

New! Significance

  • NewFinally working significance plugin. in a separate plugin to have clean dependencies. * Configurable through .ini files. * * Use Background thread. * * Update interval. * * Number of player controllers to process. * Subsystem to control everything globally. * Component to easily control each actor individually. * * Can be subclassed. LifeDev has a custom one that works in tandem with animations. * * Everything is per instance configurable. * * Auto register. * * Simple to use. * * Can override the significance calculation. * * Delegates for changes and events. * * Can adjust tick enabled and intervals. * * Can control hiding components. * * Significance depending on: * * * Actor being hidden * * * Last time rendered (visible). Configurable timeout. * * * Distance to camera. With different levels.

Source

Steam News / 27 December 2023

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