Devlog 2 - Bones


Timeline:

  • Sunday Feb 11th: CS and audio meetings
  • Tuesday Feb 13th: Level Prototype submitted

Synopsis:

The bones of the project are starting to come together! 🥳 The level prototype involved some serious rehauling of the code systems, which we might diagram out for clarity at some point to allow easier iteration and modification. 

New or improved features:

  • Graybox (plus a couple textures) of Act 1 environment
  • Fixed movement bugs for Jules and Wish
  • Drag-and-drop object pick up and placing system
  • Inventory system with UI display (drag-and-drop new types of items)
  • Puzzle tracking/completion system
  • Drag-and-drop object-specific randomized SFX system
  • SFX pools for footsteps on vinyl flooring and moving chairs
  • 2D splash screens for content warning and control tutorials
  • Fade-in 2D cutscene with multiple ‘comic panels’

Next steps:

  • (CS) Hook together systems that are currently disparate (splash screens, cutscene, etc.)
  • (CS) Bug fixes: camera jitter and clipping
  • (CS) Jules model following camera movement
  • (CS) Woe encounters in 2D cutscene
  • (CS/Art) Create openable diary 
  • (CS) Fine tune control and movement scheme
  • (CS/Art) Emphasize visual differences between Jules’s & Wish’s POV
  • (CS/Art) Create starter ‘hallway’ for more seamless control tutorials
  • (Art) 3D character model for Jules - sculpt, animations
  • (Art/Writing) Conveying story through environmental details
  • (Art) Populating environment with props
  • (Art) Texturing environment and props
  • (Art/Writing) Cutscene comic panels
  • (Art) Fine tune Woe character design and animate them in comic panels
  • (Audio) Continue creating SFX pools for interactable objects and cutscenes
  • (Audio) Ambient environmental SFX
  • (Audio) Various gameplay compositions for different phases of game
  • (Writing) Create punchy flavour text for interactable objects
  • (All) Playtest!

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