https://noyoru.itch.io/reminiscence3d
Play/Read the prequels here:
My final version is ready, though i lost a lot of time in the middle of this semester and didn’t get nearly as far as id planned, im still more than satisfied with what i’ve got. There was much more i wanted to add, especially lore and dialogue, but as it is, this demo only offers the partial lore of the opening and ending sequence with a large plot hole in the middle. But those were all stretch goals, so as long as the game offers some player experience in its jankiness then I have accomplished a large portion of what I needed to.
![](https://openlab.bmcc.cuny.edu/mea-300-spring-2024/wp-content/uploads/sites/3603/2024/05/Screenshot-2024-05-21-181856-1-1024x902.png)
The consensus usually was that the game could run in windows, much improvement and optimization was needed throughout the project, and a few of the mac builds came out broken, but as i do not personally own any macs it was difficult to see if i could debug and test it myself. otherwise the feedback i received in working builds was positive and much of the early feedback on lighting and performance were vital in what i needed to focus on.
![](https://openlab.bmcc.cuny.edu/mea-300-spring-2024/wp-content/uploads/sites/3603/2024/05/Screenshot-2024-05-21-181941-1024x768.png)
Headbob was also a lasting issue, i had added it and intended on making it toggleable but something wasn’t connecting with how i scripted the headbob so in the final update i opted to remove headbob entirely and disable the menu option. And though some of the terrain is still fairly complex, i did a quite heavy smoothing of all the deepwoods terrain when trying to generate smoother nav meshes so this review was also inadvertently addressed and i hope makes a significant improvement
![](https://openlab.bmcc.cuny.edu/mea-300-spring-2024/wp-content/uploads/sites/3603/2024/05/Screenshot-2024-05-21-181956.png)
lighting and player speed was another vital part of my game because i really wanted to get the narrative exploration horror experience, and for the most part the lighting turned out great after a few rounds of major tweaking and testing, but in all im glad the reviews for that also came out positive in the end, especially when combined with the rain and HDRI environment i struggled with at first.
In all, this was another great experience and helped chisel out a lot more of the deep narrative for this timeline in the background that isn’t/wasn’t going to be included in the game, and eventually i hope maybe that i would revisit many of these projects and rebuild them proper in the future when there is more concrete thrilling narrative to include. So thank you professor and everyone who’s been at least slightly interested in my style.
Screenshots
![](https://openlab.bmcc.cuny.edu/mea-300-spring-2024/wp-content/uploads/sites/3603/2024/05/Screenshot-2024-05-08-131118-1024x1021.png)
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![](https://openlab.bmcc.cuny.edu/mea-300-spring-2024/wp-content/uploads/sites/3603/2024/05/Screenshot-2024-05-13-092240-1-1024x546.png)
![](https://openlab.bmcc.cuny.edu/mea-300-spring-2024/wp-content/uploads/sites/3603/2024/05/Screenshot-2024-05-14-115242-1-1024x544.png)
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