Full notes
Full LifeDev update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- UI and audio
- Fixes
# ------ Announcements
## Sprint
3rd sprint, of the 3rd cycle. Chapter 02/Pass 02. This sprint was even more challenging. My aim was to do more on narrative, and i did manage to do some. I also made a ton of refactors, which were difficult, but also important. I haven't detailed the refactors and fixes so i've done more than what's shown here.
Play-tests are always welcome open. If you want to help me with your feedback, please contact me :)
**Explanation and showcase**
View store pageyoutu.be# ------ Game
## General
This build contains big amounts of refactor.
NEW * Moved to unreal engine 5.6.0.
Improve: * Game save time is now on UTC (warning). * Patched Sentry being called in a background thread. * Regular optimizations, cleanups, and so on. * A good amount of refactoring and moving stuff. * * Moved chapter loading to `LStoryMan` (not in the build, but scheduled for the next one). * * Moved menu to `LFeatsMan`. * * And more listed in their own category.
Known issues: * Screen might flash when loading the next chapter. It's a UE thing, not my code.
## Settings
NEW:
Improve: * Reworked buttons for key binding. Now using button styles. Styles are planned to be used more in the game. * Fixed the message box for re-loading the current save-state.
## Art NEW: * Added new plant, cup, 2 types of towels (one unused), coat hanger (unused), toy (unused). * Attempt at adding an app icon.
Improve: * Improve item use colors. * Modified flashback material! (again). Removed gooch and changed it a bit. * Improve the intro UI. * * Improved warning screen. * * Reworked savegame screen. * Improve a few of the settings screen. Included key binding. * Fixed issue with roundedness of the dialog box and blurred background. * Adjusted rounded corners for `Teach` and `Prompt` ui. * Changed font for `Teach`. * Disabled some material's "set automatic usage". To reduce the required shader permutations. This is also an optimization. It's a work in progress. * Refactored the dialog animation to use a "retainer" box. * Fixed outro text style.
## Chapters
All:
CH00: CH01: * Fixed phone text.
CH02: * Reworked the flow considerably. (Quite some work). * Modified which rooms it uses. With this, finally, each chapter uses different rooms. * Improved data-layer usage. For chapter 02. Still remaining are 03 and 04. * Added `LogicCard02` and `LogicCard03`. Stub, not used. * Reworked hints. Added a bunch. * Improved the character dialog animation. * Added some world-texts.
CH03: CH04:
# ------- Subsystems and plugins
## All
> Public repos for the plugins are updated on a later date, according to (my) availability.
## Flashbacks
## Dialogs
https://codeberg.org/jerobarraco/Diags
LifeDev: * Ported a bunch of dialogs to the new Auto-dialogs. This is a work in progress (quite large). * Some fixes, some adds, some improves.
Plugin:
## Interactions (and animations)
https://codeberg.org/jerobarraco/Interact
LifeDev: * Removed code for old item-use. * Consume used item. * Deprecated the `Spot` class in favor of the improved `LInteract`. * * Moved two spots to an interact. This is a work in progress. * Improved unlocking with items. * Renamed auto-dialog for trigger locked. * Removed `LockedItemDlg`, `ULockItemReq`, `ULockItem`. * Added item `OnLook` delegate.
Plugin: * `SetUseHint` is virtual. * Improved the collision profiles. Added some docs. * Some rename and refactor on `finishFlags`, `finishItems`, `itemsRem`, `itemEnsure`, etc. * Improved unlocking. * Deprecated the spot. * Added editor-only field `Comment`. * Fixed ability to trigger multiple times on a self-destroy item. * Conditions and comments are searchable in the Asset Registry.
Puzzle: * Improved/fixed hinting. * Implemented fade.
## Inventory / Flags
https://codeberg.org/jerobarraco/Inventory
LifeDev:
Teach (NUX): * Added vr as a type. * Fixed dismissing the message for "look at item".
Plugin: * Removed Item's `selfUsable` flag.
## JSignificance
https://codeberg.org/jerobarraco/JSig
## JUtils
https://codeberg.org/jerobarraco/JUtils
New: * Added a `LoadScr` subsystem. It's a useful asynchronous loading screen. * * Unfortunately it's not enough for me, so i'm not using it. But it's available for those who might use it.
Improves: * Potentially fix the camera fade.
## Sounds
https://codeberg.org/jerobarraco/Sounds
LifeDev: * Fixed some sound location on the cabinet doors. * Ported the last `SFXTrigger` to the new `SFXs`. `SFXTrigger` got removed. * Re-imported some audios with an improved sample rate. * Adjusted some levels. * Sounds for: screwdriver, scissor, toilet flush, chair.
Plugin: * Moved some meta-sounds to the plugin. E.g. `SoundSheet`, `RampAndSwitch`.
## Story
https://codeberg.org/jerobarraco/Story
LifeDev: * Removed `WaitTime` from step. * Modified `ActorsShow` to not hide automatically, and added `ActorsHide`. * Modified a bunch of the character dialog animations to use teleport after blend. * * It feels more natural, and helps with the flow, as well as fixing some quirks.
Plugin: * Improved data layer loading. To allow to (optionally) block during load. * * The next step doesn't start until loading is done. You need to specify the streaming to `Blocking` on the data-layer. * * Improves reliability and determinism a bunch. * Implement teleport after camera blend.
# ------ Links
Play on Steam
LifeDevstore.steampowered.comForums https://forums.unrealengine.com/t/solodev-lifedev-my-game-about-overcoming-cptsd/1172122
Twitter:
View store pagetwitter.comMastodon: https://mastodon.gamedev.place/@jerobarraco
Support on patreon ("one time" also available) https://www.patreon.com/c/jerobarraco
Support on liberapay https://liberapay.com/nande
Support on Ko-fi https://ko-fi.com/jerobarraco
Source
Changelog.gg summarizes and formats this update. How we read updates.
