Devlog 21 - 0.4.4 - Playtest and Updates
This is the time between time. This sprint was done while i was preparing other things. I’ve been organizing a couple of playtests, and gathering feedback. I’m also preparing to tackle the next cycle of the game (a whole horizontal slice that could last another year and a half). So i’d like to have a good idea of where to go.
—— Sprint log:
Explanation and demo
—— Announcement/Important
Playtest
I’m looking for people who would like to playtest the game and give me feedback. This is truly important for me at this point, and your feedback will shape what the game will become. Please contact me if you’re willing and able.
PLUGINS!
I’ve decided to publish my plugins already. They are free and open source. The links are below, under the title of each one.
I haven’t put time on the documentation (since i had other things to do), but the code it’s well documented and easy to understand. I plan on improving the documentation, as well as cleaning them up as i go. Then i want to publish them on Fab, though that proved to require more time than what i have available at the moment.
My wish is that someone finds them useful.
—— Game
General
NEW:
- Started working on a hint system. That works with the card 00.
-
- Done a lot of work. It’s working, but barely used.
- Added on-screen icon while autosaving (top-right).
Improve:
- Improved and tweaked some dialogs.
- Enabled PSO precache and other PSO optimizations (less chance to get a stutter).
- Lots of cleanup. Removed lots of unused stuff.
- Improved savegame stuff, including startup flow.
Known issue:
-
Timer might reset when reloading from a savestate.
-
no パラメーター adjustments.
Settings
NEW:
- Added confirmation before going back to menu and quitting.
- Added feature flags for:
-
- Dialog text, Hint (Card Intention),
- Added work in progress story “Backlog”. Temporarily hosted in the settings window.
Improve:
- Disabled the “speed” post shader by default.
- Improved the feature flag for using savegame.
Art
NEW:
- Redo the toilet.
- Cleaned up some materials.
FIX:
- Hover post process after DOF. Changes how it looks. I like it more and works better with the other post processes.
- Re-exported more assets.
- A bunch of missing dynamic shadows.
- Drawer meshes.
- Windows’ opacity.
Chapters
All:
- Improved dialogs.
CH04:
- Matches flow rework.
CH01:
- Rejig some drawers.
—–– Subsystems and plugins
All
- PUBLISHED FIRST VERSION!!!!!!!
- Added lgpl-3 license (work in progress).
- Overall cleanup and improvement. Removed old stuff, tobjectptr, branch prediction, constness, crash prevention.
Flashbacks
- Reworked flashback post process.
- Added/improved some flashback material functions.
Dialogs
https://codeberg.org/jerobarraco/Diags
Plugin:
- Added
OnAdd
delegate.
Story
https://codeberg.org/jerobarraco/Story
Inventory / Flags
https://codeberg.org/jerobarraco/Inventory
LifeDev:
- Fix on inventory item change.
Plugin:
- Added field for sound on item’s usage. Also implemented in the game but haven’t added any sound :D
Item.Description
is now an array.-
- Allow the game to show multiple dialogs for very long descriptions.
Interactions (and animations)
https://codeberg.org/jerobarraco/Interact
LifeDev:
- Puzzles: set the cubes to read the current letter on the hover.
- Piano: show rotating error message on failure.
- Fix stove’s hitbox.
- Added a few basic features to support hints easily.
Plugin:
- Wait for puzzle anims to finish before finishing the puzzle and trigger actions.
- Fix
ItemLogic
world creation andBeginPlay
. - Expose AInteract::HintTime to settings.
- Big rework on
Anim
subsystem. -
- Now handles dynamic materials (float, vectors), custom primitive data (float, vector), material parameter collections (float, vectors), actor/component transform, and sound parameters (float) (e.g. metasound).
-
- improved the code a lot.
-
- improved delegates.
- Added several features to support hints. (In a custom way).
- Default config file.
- Added
UseSweep
toAnimatorTrans
.
Sounds
https://codeberg.org/jerobarraco/Sounds
LifeDev:
- Moved FB stuff out of generic
AMusicMan
into the game music man.
Utils
https://codeberg.org/jerobarraco/JUtils
- Lots of work on material functions. Add and improves.
NEW:
- Added TWO new dither methods. DitherBayer and DitherHalfTone.
- Added simple column sprite-sheet (flip book).
- Added EqualsStencil.
Improves:
- Improve material functions: Quantizer, QuantizeUV, ShiftRange, Fade, BoundsFade, DitherBayer, DitherHalfTone, Voxel*, others.
- Cleaned up old voxel materials. Finally deleted old materials.
-
- Not using color correction by default.
Significance
https://codeberg.org/jerobarraco/JSig
- Avoid printing warning during cook.
- Other minor improves.
Links
Play it on itch.io https://jerobarraco.itch.io/lifedev Wishlist on steam https://store.steampowered.com/app/2450230/LifeDev/ Support on patreon https://www.patreon.com/c/jerobarraco Support on liberapay https://liberapay.com/nande Interact on the forums https://forums.unrealengine.com/t/solodev-lifedev-my-dream-game-about-overcoming-cptsd/1172122
Files
Get LifeDev
LifeDev
Overcoming CPTSD. 1st Person 3D Exploration Point/Click Journey.
Status | Prototype |
Author | Nande! |
Tags | 3D, Adult, emotional, Exploration, First-Person, Mystery, Narrative, Short, Singleplayer, Unreal Engine |
Languages | English |
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