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Full We're Getting Deeper Into The Abyss update
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What changed
- Gameplay
- Performance
We're Getting Deeper Into The Abyss changes
New stuffs, and new meanings. Let's get into it.
So I've been doing some model stuff, the 3D model stuff. And I showed off what it was originally. And it was THIS:
Now, it turned out to be THIS:
Completely done and fleshed out. What was changed? Well, I did re-do a lot in this. I looked at a lot in this area and thought about some stuff. I don't like some things and always mentioned that the trees are something I plan on changing in the future, and so I got to work. These trees and bushes are all stuff I created, and the leaf texture is all created by me. Well, the bark, not me. Not yet, at least. The leafs? Yes.
Let me just make a list, blah blah.
New trees, bushes, and grass. All animated. Previously, the last trees were not animated. Only the leaves will move with the wind. The tree is low poly. I have some trees / bushes that are around 2k-4k tris/polys if you're a nerd. Nothing above 10k. No model will be extremely above that, and UVs are nicely done and wrapped. Don't worry there. FPS is a huge thing to me in this game, to the point where I completely restarted this project and moved to a new engine. - A sign post that were completely re-textured. I'll be honest, there are 2 sign post, and I'm re-texturing the other one. Here's the one that's re-textured. I'll probably re-texture this in the future, maybe.
Light post that was completely re-textured.
Something that is actually pretty important to the story. The podium, I guess.
That's just something I've been working on these past few days, but the dialogue system is very important to me. That's what I've been working on and finishing up this area. I know, that's all I've been doing these past few devlogs. The dialogue used to be very basic and, honestly, probably something that would've made the game HATED.
It used to be, once the player has interacted with the dialogue, it can no longer be interacted with. But I recently remade the dialogue system to where it can be interacted with again. So if the player reads the dialogue and wants to read it again, or if they click and skip it too quickly, then they can interact with it again.
The dialogue system works exactly the same when it comes to what I showed off, animations and such. It works great and runs great. Doesn't bug out and feels smooth. If you'd like to see how it works, check it out here: https://youtu.be/EGJ720LxAkM?si=VtB_LrDFrpxdwUkM
It's almost finished, the bubbles you see in the video that are dotted will fade out once the player interacts. Then will come back up to let the player know it can be interacted with again. Then it is basically done, woo.
Anyway, we're ready and good to go! This was my biggest thing to work on, really. So I should have this area done with extremely soon. I mean, VERY soon. I get distracted with other features in the game that I would like to add and then add it or either fix some stuff. If you have noticed, lighting has been adjusted, and small other things. Kinda like me getting distracted by a mechanic like this:
Holding "TAB" and getting an objective at the top left of the screen. I will adjust this in the future, as things such as side stuff will come in the future. So, I have to plan the side objectives and where they would be placed.
There is a lot to be done, and I mean a lot. I still have to do some animations, and some textures still, plan to do a lot more re-textures. Otherwise, this is all great progress. To sum it up:
New, reworked dialogue system. - Reworked textures on existing models. - Before / After stuffs. - New gameplay video.
So that should be it for now. By the time I make my next devlog, I'll be working on the next area. Have a good one!
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