HomeGamesUpdatesPricingMethodology
Steam News2 May 20224y ago

April 2022 Development Logs

Development Logs 4/1/22 - 4/2/22 - Wrote the idea and progression for the Demo teaser - Created a new major logo for the game - Created one of the needed models for the teaser - Redesigned the major logo - Color correct

Full notes

Full Timelines: Frame of Mind update

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

What changed

1 fix0 additions1 change0 removals
  • Balance
changedDevelopment Logs4/1/22 - 4/2/22 - Wrote the idea and progression for the Demo teaser - Created a new major logo for the game - Created one of the needed models for the teaser - Redesigned the major logo - Color corrected some of the logo - Composed more of the new song used in the teaser - Recorded the first clip of the teaser - Did some optimization for the settings - Restored the original system for change reversing settings as they were better equipped and still very fast 4/2/22 - 4/7/22 - Translated the new major logo into PSD as it was originally made in the game engine for teaser purposes - Updated timing and transitions of events in the teaser - Created a new shader for some projection tricks and simplified effects - Created a workaround with projection to be direct to control - Added further detail into some of the remaining OSTs - Updated the style for in-game windows - Changed the opacity of the pause menu, giving it a nicer overlay balance 4/8/22 - Received equipment for music production - Finished the Pause Menu functionality, completing the major UI needed 4/9/22 - 4/18/22 - Began refactoring the trigger event to obtain better efficiency to allow better control over operations and execution time - Rechecked the new system to confirm the efficiency - Finished writing the remaining components for data saving and loading, completing one of the major internal components - Finished creating the main components in the new event system - Began translating the old triggers into the new ones - Benchmarks proved new system is faster, marking an end to the old system's life cycle - Updated the editor icons to allow easier navigation and organization of the components that make up the new event system, now called Virtual Events - Did some further remastering on one of the soundtracks to make it louder and cleaner - Updated the new trigger structure, making it into 2 components instead of 3, and only 1 is optional - Finished converting all triggers needed to the new event system - Resumed work on creating Cole's clothing, originally avoided due to other tasks needing completion and to avoid insanity - Started texture mapping Cole's shirt - Repaired the water shader - Changed one of the menu options to Extras instead of Settings as settings are no longer a part of the Main Menu - Finished texturing Cole's gloves - Added in a new event category for variable events - Added a new timing method to have events run after a new frame has been rendered - Added in working warning windows for when settings are going to be reset, or have unsaved changes 4/18/22 - 4/25/22 - Created a new shader for some special effects - Started a concept for more of Cole's outfits as some pieces are missing - Created a draft for Cole's footwear, but scrapped it - Changed Cole's footwear from sneakers to boots, to both avoid convolution and better fit the areas he'll be traversing, and also lore reasons - Created the base mesh for Cole's boots - Created the rough texture map for Cole's boots, but then lost it and had to start over… thanks a lot Blender -_- - Created Cole's boot textures, marking the completion of his footwear - Updated some of the deforms on Cole's rig - Tweaked some weights on Cole's upper body to prevent unnatural bends - Created the base mesh for Cole's pants - Finished the rough texture map for Cole's pants - Created and completed the weight paints for Cole's shoes - Created and completed the weight paints for Cole's gloves - Created and completed the weights for Cole's shirt - Rewrote some progression in the game to have a nicer flow and experience - Created and completed the weights for Cole's pants, marking the end of development needed on Cole's 3D model! 4/26/22 - 4/27/22 - Began updating some of the architecture in the controller - Created a new editor for the controller to better handle changes and parameters - Updated the physics system to have better control over ability restrictions - Began work on planning out the Force mechanic in the Physics System 4/28/22 - Fundamental tests of the Force mechanic have been retouched, resulting in the weight mechanic needed for completion - Added in an update to the weight component in the Physics System mechanic, now weight will have its needed negative effects - Overflow of external weight has been added - Stamina depletion from excessive weight has been added - Weight mechanics functionally complete - Falling will create force and will have more power based on weight overflow - Force Level mechanic is functionally complete - Created new UI to house the Force, Weight, and Stamina stats - Added some nice color decoration and behaviors to each Physics stat 4/29/22 - 4/30/22 - Added real-time transitioning to only show the Physics Stats when needed - Adjusted the coloring of the Force arrows to be a nicer gradient - Began adding in the Push/Pull interactive mechanic - Added in directional facing to keep Cole correctly oriented - Added a new approach behavior to Cole, now he will turn and walk towards an object he can interact with - Updated the Interactives to now be able to have multiple properties, instead of just one - Updated the triggers in the game to now be able to use flags to execute multiple instructions, instead of stacked event layers - Translated every trigger to the new flag system with ease - Updated Cole's physical and interaction states to now use bit flags instead of booleans to affect multiple states - Updated the interaction script to alter properties via adding or subtracting bits - Added the ability to apply Force build up on objects, completing the Force Mechanic
fixedBug FixesFixed an issue with memory storing in file loading - Fixed an issue where the settings would not revert changes, even if you reset to default - Fixed a bug where the game would not apply settings changes if a new level was created - Fixed a bug where screen settings would cause strange post processing results - Fixed a bug where the in game setting would not load correctly - Fixed an issue with the new trigger architecture that would prevent disable triggers to run any operations - Fixed a bug where independent events would not run on enable - Fixed an issue where variable blocks would not run in virtual events - Fixed an issue where audio graphs would not adjust the volume level of the first point to keep volume consistency - Fixed an issue with signal resetting, now triggers can correctly reset when needed for multiple use - Fixed an issue during cleaning up some animation data in the engine - Fixed a lighting issue with matrix textured materials - Fixed a timing issue with animation event actions - Fixed an issue with variable manipulation events that would case - Fixed a bug where the Force arrows would take a while to deplete, even if the player stopped moving - Fixed a bug where if Stamina ran out, Force would not reset to 0 - Fixed a bug where if your weight limit overflowed, Force would build up - Fixed a bug where an interactive Push/Pull object would not track Cole's position correctly - Fixed an issue with rotation calculations which would keep Cole facing either one or no directions correctly - Fixed a bug where if the player interacted with a Push/Pull object, walking backwards would jitter to where it would be as if they were blocked - Fixed a bug where if the player walked right up to a Push/Pull object, and interacted with it, the player wouldn't be able to move forward - Fixed an issue where the interact prompts for Push/Pull object would stay active, despite the interaction already happening

Timelines: Frame of Mind changes

changed4/1/22 - 4/2/22 - Wrote the idea and progression for the Demo teaser - Created a new major logo for the game - Created one of the needed models for the teaser - Redesigned the major logo - Color corrected some of the logo - Composed more of the new song used in the teaser - Recorded the first clip of the teaser - Did some optimization for the settings - Restored the original system for change reversing settings as they were better equipped and still very fast 4/2/22 - 4/7/22 - Translated the new major logo into PSD as it was originally made in the game engine for teaser purposes - Updated timing and transitions of events in the teaser - Created a new shader for some projection tricks and simplified effects - Created a workaround with projection to be direct to control - Added further detail into some of the remaining OSTs - Updated the style for in-game windows - Changed the opacity of the pause menu, giving it a nicer overlay balance 4/8/22 - Received equipment for music production - Finished the Pause Menu functionality, completing the major UI needed 4/9/22 - 4/18/22 - Began refactoring the trigger event to obtain better efficiency to allow better control over operations and execution time - Rechecked the new system to confirm the efficiency - Finished writing the remaining components for data saving and loading, completing one of the major internal components - Finished creating the main components in the new event system - Began translating the old triggers into the new ones - Benchmarks proved new system is faster, marking an end to the old system's life cycle - Updated the editor icons to allow easier navigation and organization of the components that make up the new event system, now called Virtual Events - Did some further remastering on one of the soundtracks to make it louder and cleaner - Updated the new trigger structure, making it into 2 components instead of 3, and only 1 is optional - Finished converting all triggers needed to the new event system - Resumed work on creating Cole's clothing, originally avoided due to other tasks needing completion and to avoid insanity - Started texture mapping Cole's shirt - Repaired the water shader - Changed one of the menu options to Extras instead of Settings as settings are no longer a part of the Main Menu - Finished texturing Cole's gloves - Added in a new event category for variable events - Added a new timing method to have events run after a new frame has been rendered - Added in working warning windows for when settings are going to be reset, or have unsaved changes 4/18/22 - 4/25/22 - Created a new shader for some special effects - Started a concept for more of Cole's outfits as some pieces are missing - Created a draft for Cole's footwear, but scrapped it - Changed Cole's footwear from sneakers to boots, to both avoid convolution and better fit the areas he'll be traversing, and also lore reasons - Created the base mesh for Cole's boots - Created the rough texture map for Cole's boots, but then lost it and had to start over… thanks a lot Blender -_- - Created Cole's boot textures, marking the completion of his footwear - Updated some of the deforms on Cole's rig - Tweaked some weights on Cole's upper body to prevent unnatural bends - Created the base mesh for Cole's pants - Finished the rough texture map for Cole's pants - Created and completed the weight paints for Cole's shoes - Created and completed the weight paints for Cole's gloves - Created and completed the weights for Cole's shirt - Rewrote some progression in the game to have a nicer flow and experience - Created and completed the weights for Cole's pants, marking the end of development needed on Cole's 3D model! 4/26/22 - 4/27/22 - Began updating some of the architecture in the controller - Created a new editor for the controller to better handle changes and parameters - Updated the physics system to have better control over ability restrictions - Began work on planning out the Force mechanic in the Physics System 4/28/22 - Fundamental tests of the Force mechanic have been retouched, resulting in the weight mechanic needed for completion - Added in an update to the weight component in the Physics System mechanic, now weight will have its needed negative effects - Overflow of external weight has been added - Stamina depletion from excessive weight has been added - Weight mechanics functionally complete - Falling will create force and will have more power based on weight overflow - Force Level mechanic is functionally complete - Created new UI to house the Force, Weight, and Stamina stats - Added some nice color decoration and behaviors to each Physics stat 4/29/22 - 4/30/22 - Added real-time transitioning to only show the Physics Stats when needed - Adjusted the coloring of the Force arrows to be a nicer gradient - Began adding in the Push/Pull interactive mechanic - Added in directional facing to keep Cole correctly oriented - Added a new approach behavior to Cole, now he will turn and walk towards an object he can interact with - Updated the Interactives to now be able to have multiple properties, instead of just one - Updated the triggers in the game to now be able to use flags to execute multiple instructions, instead of stacked event layers - Translated every trigger to the new flag system with ease - Updated Cole's physical and interaction states to now use bit flags instead of booleans to affect multiple states - Updated the interaction script to alter properties via adding or subtracting bits - Added the ability to apply Force build up on objects, completing the Force Mechanic
fixedFixed an issue with memory storing in file loading - Fixed an issue where the settings would not revert changes, even if you reset to default - Fixed a bug where the game would not apply settings changes if a new level was created - Fixed a bug where screen settings would cause strange post processing results - Fixed a bug where the in game setting would not load correctly - Fixed an issue with the new trigger architecture that would prevent disable triggers to run any operations - Fixed a bug where independent events would not run on enable - Fixed an issue where variable blocks would not run in virtual events - Fixed an issue where audio graphs would not adjust the volume level of the first point to keep volume consistency - Fixed an issue with signal resetting, now triggers can correctly reset when needed for multiple use - Fixed an issue during cleaning up some animation data in the engine - Fixed a lighting issue with matrix textured materials - Fixed a timing issue with animation event actions - Fixed an issue with variable manipulation events that would case - Fixed a bug where the Force arrows would take a while to deplete, even if the player stopped moving - Fixed a bug where if Stamina ran out, Force would not reset to 0 - Fixed a bug where if your weight limit overflowed, Force would build up - Fixed a bug where an interactive Push/Pull object would not track Cole's position correctly - Fixed an issue with rotation calculations which would keep Cole facing either one or no directions correctly - Fixed a bug where if the player interacted with a Push/Pull object, walking backwards would jitter to where it would be as if they were blocked - Fixed a bug where if the player walked right up to a Push/Pull object, and interacted with it, the player wouldn't be able to move forward - Fixed an issue where the interact prompts for Push/Pull object would stay active, despite the interaction already happening

Development Logs

4/1/22 - 4/2/22 - Wrote the idea and progression for the Demo teaser - Created a new major logo for the game - Created one of the needed models for the teaser - Redesigned the major logo - Color corrected some of the logo - Composed more of the new song used in the teaser - Recorded the first clip of the teaser - Did some optimization for the settings - Restored the original system for change reversing settings as they were better equipped and still very fast 4/2/22 - 4/7/22 - Translated the new major logo into PSD as it was originally made in the game engine for teaser purposes - Updated timing and transitions of events in the teaser - Created a new shader for some projection tricks and simplified effects - Created a workaround with projection to be direct to control - Added further detail into some of the remaining OSTs - Updated the style for in-game windows - Changed the opacity of the pause menu, giving it a nicer overlay balance 4/8/22 - Received equipment for music production - Finished the Pause Menu functionality, completing the major UI needed 4/9/22 - 4/18/22 - Began refactoring the trigger event to obtain better efficiency to allow better control over operations and execution time - Rechecked the new system to confirm the efficiency - Finished writing the remaining components for data saving and loading, completing one of the major internal components - Finished creating the main components in the new event system - Began translating the old triggers into the new ones - Benchmarks proved new system is faster, marking an end to the old system's life cycle - Updated the editor icons to allow easier navigation and organization of the components that make up the new event system, now called Virtual Events - Did some further remastering on one of the soundtracks to make it louder and cleaner - Updated the new trigger structure, making it into 2 components instead of 3, and only 1 is optional - Finished converting all triggers needed to the new event system - Resumed work on creating Cole's clothing, originally avoided due to other tasks needing completion and to avoid insanity - Started texture mapping Cole's shirt - Repaired the water shader - Changed one of the menu options to Extras instead of Settings as settings are no longer a part of the Main Menu - Finished texturing Cole's gloves - Added in a new event category for variable events - Added a new timing method to have events run after a new frame has been rendered - Added in working warning windows for when settings are going to be reset, or have unsaved changes 4/18/22 - 4/25/22 - Created a new shader for some special effects - Started a concept for more of Cole's outfits as some pieces are missing - Created a draft for Cole's footwear, but scrapped it - Changed Cole's footwear from sneakers to boots, to both avoid convolution and better fit the areas he'll be traversing, and also lore reasons - Created the base mesh for Cole's boots - Created the rough texture map for Cole's boots, but then lost it and had to start over… thanks a lot Blender -_- - Created Cole's boot textures, marking the completion of his footwear - Updated some of the deforms on Cole's rig - Tweaked some weights on Cole's upper body to prevent unnatural bends - Created the base mesh for Cole's pants - Finished the rough texture map for Cole's pants - Created and completed the weight paints for Cole's shoes - Created and completed the weight paints for Cole's gloves - Created and completed the weights for Cole's shirt - Rewrote some progression in the game to have a nicer flow and experience - Created and completed the weights for Cole's pants, marking the end of development needed on Cole's 3D model! 4/26/22 - 4/27/22 - Began updating some of the architecture in the controller - Created a new editor for the controller to better handle changes and parameters - Updated the physics system to have better control over ability restrictions - Began work on planning out the Force mechanic in the Physics System 4/28/22 - Fundamental tests of the Force mechanic have been retouched, resulting in the weight mechanic needed for completion - Added in an update to the weight component in the Physics System mechanic, now weight will have its needed negative effects - Overflow of external weight has been added - Stamina depletion from excessive weight has been added - Weight mechanics functionally complete - Falling will create force and will have more power based on weight overflow - Force Level mechanic is functionally complete - Created new UI to house the Force, Weight, and Stamina stats - Added some nice color decoration and behaviors to each Physics stat 4/29/22 - 4/30/22 - Added real-time transitioning to only show the Physics Stats when needed - Adjusted the coloring of the Force arrows to be a nicer gradient - Began adding in the Push/Pull interactive mechanic - Added in directional facing to keep Cole correctly oriented - Added a new approach behavior to Cole, now he will turn and walk towards an object he can interact with - Updated the Interactives to now be able to have multiple properties, instead of just one - Updated the triggers in the game to now be able to use flags to execute multiple instructions, instead of stacked event layers - Translated every trigger to the new flag system with ease - Updated Cole's physical and interaction states to now use bit flags instead of booleans to affect multiple states - Updated the interaction script to alter properties via adding or subtracting bits - Added the ability to apply Force build up on objects, completing the Force Mechanic

Bug Fixes

  • Fixed an issue with memory storing in file loading - Fixed an issue where the settings would not revert changes, even if you reset to default - Fixed a bug where the game would not apply settings changes if a new level was created - Fixed a bug where screen settings would cause strange post processing results - Fixed a bug where the in game setting would not load correctly - Fixed an issue with the new trigger architecture that would prevent disable triggers to run any operations - Fixed a bug where independent events would not run on enable - Fixed an issue where variable blocks would not run in virtual events - Fixed an issue where audio graphs would not adjust the volume level of the first point to keep volume consistency - Fixed an issue with signal resetting, now triggers can correctly reset when needed for multiple use - Fixed an issue during cleaning up some animation data in the engine - Fixed a lighting issue with matrix textured materials - Fixed a timing issue with animation event actions - Fixed an issue with variable manipulation events that would case - Fixed a bug where the Force arrows would take a while to deplete, even if the player stopped moving - Fixed a bug where if Stamina ran out, Force would not reset to 0 - Fixed a bug where if your weight limit overflowed, Force would build up - Fixed a bug where an interactive Push/Pull object would not track Cole's position correctly - Fixed an issue with rotation calculations which would keep Cole facing either one or no directions correctly - Fixed a bug where if the player interacted with a Push/Pull object, walking backwards would jitter to where it would be as if they were blocked - Fixed a bug where if the player walked right up to a Push/Pull object, and interacted with it, the player wouldn't be able to move forward - Fixed an issue where the interact prompts for Push/Pull object would stay active, despite the interaction already happening

Source

Steam News / 2 May 2022

Open original post

Changelog.gg summarizes and formats this update. How we read updates.