DEVLOG8

The code and Models for the collectibles are finished so each collectible has its counting in the UI.

New iteration of the UI

Portal Area added

Finally found a descent enemy

Dev Log 7

Added a new opening screen with background music, text and spoken introduction for the game.

Added new UI element to count how many items are thrown through a hoop and unlockable platforms.
Added new background music

Dev Log 8

Can’t seem to get my game to run when I play it. I must have some bugs or camera problems, I’m not sure. I’ve also added a target and will be adding more stars (particles) to add more illusion of movement and some sound. I believe the game is coming along pretty great, there are just some errors I need to fix.

Dev Log 7

Created Scenery and updated the code to my space shooter game

Dev Log 6

Created ship players and bullets for space shooter game

Dev blog 11

In this weeks dev blog i added an interaction with an NPC. The goal of the game is to collect money cases while getting attacked by the monster and you have to use the money cases you selected in order to exchange for the portal key to teleport into the next level.

Dev Log 5

It’s been a minute, but the show doesn’t stop!

….or the coding for that matter.

After some very, very, VERY painful coding sessions, there’s now a double jump and a sprint button! I can’t take a screenshot of jumping or sprinting because well….motion. But here’s the code for it!

This was a nightmare! It took way longer than I thought it would to complete! THE CODE LOOKS SO SIMPLE! IT TOOK ME HOURS!!!!!

But it works! And that’s what matters.

I also spoke to the rocks, and we’ve come to an agreement that as long as they get paid for it, you can pick up, kick, and throw them all you want. (Don’t tell them I’m not paying them. Physics just started to work on them out of nowhere and I’m not about to mess with them.)

I’ll tell you about the super secret DEPTHS of the Temple when more of it is done, but for now all you get is this ominous gateway…..

(which I mean, isn’t too ominous now that I’m looking at it again.)

BiB//D:_R PPoC 3D User-Testing 2 | Developer Update 3

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

Dev blog 10

In this weeks dev blog i created

  • Added a roaming enemy that when the player gets close to it makes a detect sound and chases the player and kills it.
  • Throwing objects at the enemy which kills it
  • Gating system: Collect all three cases and the special key in front of the portal but is to dark to see to go to a new level.

DevLog 8

today I expanded my first level and started working on the finish and checkpoint platforms, I will be adding a portal at the end of every level and collecting all the coins in the level is gonna be a requirement.