HomeGamesUpdatesPricingMethodology
Steam News9 January 20242y ago

Devlog #1 - We're Getting Deeper Into The Abyss

Heyo, it's time for a DEVLOG, So far, I've been working on the intro of the game. So, it's been pretty slow to say the least, this requires all the boring process of models, and lighting through multiple scenes.

Full notes

Full We're Getting Deeper Into The Abyss update

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

What changed

0 fixes0 additions2 changes0 removals
  • UI and audio
changedI currently programmed the intro part, which involves an interactable, how is the interactable button in the game? Well, it's like this.
changedThe "E" key interactable button is being changed for the UI, it's just a horrible drawing I put on it, haha. - The animation isn't finalized. - The speed for this is currently 1.5 seconds, (to finish an interaction) this is probably going to be changed, because it already feels annoying to hold for that long, but I see why on important decisions sometimes. I'm a speedy gamer. - Interactions are currently OnTriggersEnter, they are not Raycast systems. Thought I'd note this. (Raycast meaning the player camera must look at something before the interaction is casted, the OnTrigger is while the player is in the vicinity.)

We're Getting Deeper Into The Abyss changes

changedI currently programmed the intro part, which involves an interactable, how is the interactable button in the game? Well, it's like this.
changedThe "E" key interactable button is being changed for the UI, it's just a horrible drawing I put on it, haha. - The animation isn't finalized. - The speed for this is currently 1.5 seconds, (to finish an interaction) this is probably going to be changed, because it already feels annoying to hold for that long, but I see why on important decisions sometimes. I'm a speedy gamer. - Interactions are currently OnTriggersEnter, they are not Raycast systems. Thought I'd note this. (Raycast meaning the player camera must look at something before the interaction is casted, the OnTrigger is while the player is in the vicinity.)

Heyo, it's time for a DEVLOG,

So far, I've been working on the intro of the game. So, it's been pretty slow to say the least, this requires all the boring process of models, and lighting through multiple scenes. But it's a place you'll see multiple times in the game from what I'd like.

Anyway, what have I made in this area? Well, it's simple. I don't want to spoil much, you can see what it is, but story wise, I'd like it to be figured out while playing. So, hey.

The intro scene, woo. Just an intro scene for the player to get the controls before moving on or testing the options. I feel as a developer, there should be a part in the beginning instantly to test out settings for lower end PCs, or just keybinds, stuff like that for gamers. Or just motion blur, people hate that too. (Including me.)

The teasers aren't too much, and have been seen before, but this shows the character in play. I have been working on the mechanics of the player more and more. It is still very early in development. I don't have final animations for walking/running/talking/etc.

There are several animations the main character will have, and it's just a lot I need to do. The beginning is just a start. But I have made the dialogue text in play. And the example is shown, this is likely to change in development.

Information for Dialogue System. - The speed of the text while talking can be clicked to progress the talking speed. - The speed of the text isn't finalized yet. - Different colors for text on characters is a thing. - Animations aren't finalized.

I currently programmed the intro part, which involves an interactable, how is the interactable button in the game? Well, it's like this.

Pretty nice, hold E and have a circular close to it.

Information for Interaction System.

  • The "E" key interactable button is being changed for the UI, it's just a horrible drawing I put on it, haha. - The animation isn't finalized. - The speed for this is currently 1.5 seconds, (to finish an interaction) this is probably going to be changed, because it already feels annoying to hold for that long, but I see why on important decisions sometimes. I'm a speedy gamer. - Interactions are currently OnTriggersEnter, they are not Raycast systems. Thought I'd note this. (Raycast meaning the player camera must look at something before the interaction is casted, the OnTrigger is while the player is in the vicinity.)

Interactions is just something small I'd show off, because I like how it looks. The gif provided shows off a bit of player animations, as it isn't fully finished. I still need to make front facing and back facing sprites. And also animations for those. Which is gonna suck, huff.

Anyway, I showed off the dialogue, some of the intro, and player animations, honestly, it isn't a lot, but I blame a bit of Christmas and College coming up. I do want to mention this will be polished before any type of release.

There will be achievements, and all that goodie stuff.

Source

Steam News / 9 January 2024

Open original post

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