Posts

Sept 7th Update

There's been a lot added. The entire floor is pretty much populated with basic environment set pieces at this point, though I need to tweak the layout for gameplay purposes. Lots of bugs fixed, first "cutscene" written, though I have to draw a few things for it. Sera has a new ability now when Lea uses a certain weapon on an enemy. I've also composed a few tracks. Cutscene track is about 70% there, I figured it didn't need to be too long. The Gourmet also has a track, and I've also got one for the title screen. I'm still missing some ambience ones for the general area though.  I've designed and modeled another enemy, but haven't textured or animated it yet. 

August 19th update

 I've added some new features to the combat system and a new weapon. Also am working on a new enemy as well as another creature. I'm also still working on building out the level and working on the story pacing. I should have some new visuals soon, but right now its mostly been dealing with bugs and fixing up a system here and there - especially the dialogue system which was ill equipped for what I wanted it to do.

August 1st Update

 I haven't been doing updates, but things are moving along, I have a few more models and am working on making things look more interesting and less samey while integrating elements of the story. I've also started implementing a couple of the puzzles. I still need to finish up some issues involving the save load system, and one more interesting part of the combat system, then I want to work on polish so I can get something out at the end of this year.

Some more new visuals

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Here's some more new visuals but also I fixed a bunch of bugs. The puzzle framework is almost done but I'll have to do some custom coding too. There's still more stuff I want to add to the walls, but I want to prioritize finishing all the planned puzzles and fixing up the combat system a little. The hallways definitely look a bit bare. I've got some other art ideas as well that tie into the story rather than just "generic lab" but I'm going to try to get a playable prototype first.  

June 14 Update

 I was busy for a week or so but I've returned and have been working on a bunch more 3d models. I think for the first floor almost all the models are complete. The idea is to be able to reuse many of these models though.

May 20 Update

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 I forget to update a lot, but I have also done a lot. Most of it has been visual assets since the combat system, while very simplistic is mostly complete (most of it was developed during practice round so I'm saving lots of time on code). I'd rather focus more on puzzles and visuals for now, so people have a place to actually explore. Some screenshots of some of the new rooms and a quick lil video of the gatherer attacking below. I'm doing a little bit of interaction for some of these props to make them feel more alive. I've also got one more room to show but it isn't in Godot yet. It'll be the centerpiece room and will look real unique compared to everything else. You'll also notice walls are translucent for Sera as well. I definitely need some decals to break things up but for now these are the basic areas. I also have ideas on how the lab will be changing each floor to prevent it from looking samey. needs some lights opened

apr 28th update

 Gatherer prototype model is finished (no textures yet) rigged and animated. I fixed a few bugs here and there. I extended the dialogue system so that I can try something different this time around. Also started on a sketch for the first "cutscene" and continued building out the first level. I'm continuing to model more assets for the next entity and other rooms. Added in a manual occluder? of sorts where it hides stuff in rooms the characters are not actively in. This was done by using a raycast to detect if the character was in a specific area. In order to automatically generate the list of meshes that needs to be hidden, the point in area method from the physics direct space class was used to test if each mesh was within the area since not all meshes are attached to physics bodies.