BiB//D:_R PPoC 3D Developer Update 2

I haven’t got up to much the last week, been too busy and too bogged down with catching up and getting through midterms. But as far as planning goes my next few marks to hit on this are going to be more cave progress on the early tunnels; adding all the relevant collisions to all the new structures; replacing the blockout cover for the cave with a final cave mesh; getting models in for the lost village so i can throw down the foliage and officially complete the deepwoods region and shift to working on the key areas; implementing enemy AI and maybe even going back over the bachelor wendigo base mesh too; setting up UI and menus; and starting to think out more area triggers for level transitions and events. I’m getting to a spot where i’ll be more comfortable really starting on one of the planned interior levels but in general i might tone back a few of the features and just keep the game development going as far as it can go in the semester.

Dev blog 8

Added A UI into my game. I ran into an error which broke my game making it unable for me to enter preview mode. I was trying to connect the collectibles to the UI then out of nowhere my models for my collectibles disappeared so had to reimport it. After that i got a random error that states “Invalid call. Nonexistent function ‘play_pickup_sound’ in base ‘StaticBody3d’ “.I kind of gave up at this point because I don’t know what is causing this error but I will have to debug the error in class so I can fix it and continue with the UI completion.

Devlog 5

This week I have modeled a vase and a lamp.

The vas has physics and every time the player drops one to the floor will activate the enemies.

The lamp will be the pickable item for the player to attack with.

Dev Post 5

Added Rigid-body objects with physics capabilities
Added pickup and throw scripts to interact with rigid-body objects
Added new commands to the input map for pickup (F) and throw (left click)

Dev Log 4

I got some great feedback from our two testers, and I’m excited to share the changes we’re making! First off, everyone found the controls easy, which is awesome. I am keeping those as they are. For the graphics, people thought they looked good together, so no changes there either. But here’s where it gets even better: we’re going to add some cool new stuff. I’ll be putting in collision meshes, so no more falling off the map unexpectedly. I am also adding in some collectibles for more fun, and if you do fall off, you’ll pop right back into the game. Oh, and I’m going to fix the lighting, it’ll be brighter and more inviting. Plus, I’m thinking about adding some enemies to keep things interesting and some colliders on the houses, so it feels more real when you explore. Can’t wait for you to see what we’ve done!

BiB//D:_R PPoC 3D Devlog 8 – Extended Demo Area

https://noyoru.itch.io/reminiscence3d


Play/Read the prequels here:

BiB//D:_R Web-Project

BiB//D:_R PPoC 2D


Development Video

Music: Transistor OST


-cave system has been sealed in with a placeholder ceiling
-sculpted survivors camp in the milo cavern and added some structure
-lighting added throughout survivors camp
-light and shadow adjustments and culling
-expanded demo area to survivors camp
-new custom soundscapes added for cavern and the rest of the exterior audio
-other audio and environmental additions
-environment adjustments
-distance culling adjustments to foliage, margin added to eliminate pop-ins
-player now spawns in the survivors camp outhouse
-nifty tutorial text added outside player spawn
-player speed adjustments
-camera adjustments
-Hazy DoF added
-flashlight adjustments / off by default
-new bundle of assets for survivors camp and more, no collisions
-new character placement, Harlow “Red” Gagnon
-POI placement, monitoring room in the survivors camp


Screenshots

Dev Log 7

For this weeks i experimented with the physics and throwable objects.

I did this by adding a rigid body which makes it so that the objects drop to the ground.

Preview in the editor mode

Preview in the testing mode. As you can see when i go on play mode the objects drop to the ground

Then i worked on picking up the objects then dropping them and throwing them

Here is a photo of me picking up an object

Here is of me throwing it

That is it for this weeks dev log

Dev Log 4!

Welcome back, you know the vibe already.

Someway, Somehow, the Temple got the approved budget to add MORE walls outside and to expand the land around it. Probably for the vibes (and so it doesn’t completely look like it’s floating in the middle of nowhere)

Plus, the Respawn Barrier and Strawberries now both actually work! Falling into the INFINITE VOID doesn’t have any lasting repercussions (as far as we know) and Strawberries can be picked up for fun! There’s 3 around the temple so far, but maybe there’s more?

Of course most of this work today was scripting work, so it was really just going back and fixing those, but also…..breaking how physics work?? Seriously the temple just doesn’t like when things other than you move. I wanted to pick up some rocks as a souvenir and kick some others for fun, but it just won’t let me.

Look at it. It’s just sitting there. Laughing at me. Probably Laughing at you too. Rocks don’t care. I’ll get em eventually, and when I do I’m chucking it off the world.

BiB//D:_R PPoC 3D Devlog 7

https://noyoru.itch.io/reminiscence3d


Play/Read the prequels here:

BiB//D:_R Web-Project

BiB//D:_R PPoC 2D


Development Video

Music: Jazmin Bean Playlist


User Feedback

In the user feedback I got there were a few good details I was able to improve, though the specs were also very strong like my own PC im lucky I decided to dig up one of my old laptops to test the optimizations myself. The load time has gotten better and overall performance much higher after a few hard passes of optimization but then there were the little aesthetic details I touched up as well like improved rain and an overhauled flashlight (with toggle). and lastly what bugged me the most as well was the HDRI, the one i put in now is much better but i wish it had more cloud coverage.

One other thing I intend to touch on is head bob, ive made some player adjustments but id like to see if i can make headbob itself a toggleable setting when we start covering more UI functions


-game files cleaned up

-UV textured a flamethrower model from sketchfab as a collectible and non-functional weapon

-flamethrower walk animation

-sprint added to player script

-player size adjustments

-wrote missing scripts

-remodeling/texturing progress on abandoned cottage

-base mesh for collisions and nav mesh generated in abandoned cottage

-remodeling progress on researchers camp assets

Screenshots

Dev Log 4

Added spotlights and omnilights to main scene.
Added collectibles to scene
Added NavMesh to scene
Added enemies with script to follow player around