Developer Note
Due to a series of misfortunate personal events, I haven’t really been able to focus or work or do much of anything I’ve intended on doing for the passed few weeks in any of my classes. However, I have chipped away at some of the last details needed to finalize the world building process and am eagerly trying to get back on track so I can quickly start implementing many of the missing features that are to be included in my game
User Testing 2
I still haven’t received much direct feedback through the user testing form itself being at 2 submissions, but after some in-person testing and conference I’ve finally been able to fix the two most glaring issues with my game; Being the extremely low exposure levels on some players’ computers resulting in a pitch-black, unplayable experience, as well as an apparent broken mac build for the game.
So exposure levels of all light sources have been drastically increased, the player flashlight has also been readjusted for a very wide cone with increased fade distance to further enhance player comfort, and the mac build has been rebuilt and rereleased and was shown to be in working order.
I’m also going to work my way around another layer of heavy optimizations at the professors recommendation and possibly create a doorway for the Cave Milo entrance that will require a key so that way I will be able to completely split Cave Milo into a separate level and instance from the Deepwoods, which would then become level 2 while heavily optimizing both scenes due to all those reduced assets.
As for actual progress in the game design itself that I’ve been able to do, I have finally replaced the cave systems placeholder coverings with a singular crafted mesh, and have applied the cave texture to it, as well as added the missing collisions to all the structures within the Survivors camp. A few of the main story points that were intended to be included in the early starter tunnels of the cave have instead been sealed off with custom bunker door meshes I made in order to begin fast tracking my way to many of the missing elements of my game. After I finish up the last few details of the main cave body, I will start the official catch up on implementing scripts, patrolling enemies, game mechanics, level branch outs for the Forward outpost research center (main story) and possibly some bonus areas if I work fast enough to get to a satisfactory point, and finally start on some draft dialog.
Screenshots






