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Mik Devlog 6
The custom operation system that Ive mentioned last Devlog is now (almost) finished. The only thing missing is a proper way for it to react with the outside world (open doors, turn on lights... stuff like that). Ive already talked about the Idea/concept behind it so go read that if youre interested. The Hardest part about making this was that I had to write my custom text styling and layout since I decided to do everything on the code side, meaning that the text is changed on runtime and it needs to know where to put text, not to put text over one another etc... This was complicated by the fact that I also worked on a localisation system but more on that later. Heres a rundown on what it can do:
There is the menu page of the App where you can Navigate using the Arrow keys. With Up & Down you can select different logs. Which left & right you can switch the page to view more Logs. Selecting & pressing enter on a Log will expand it and show its entire contents.
The only thing missing functionally wise is the ability to interact with the game world, like open a door or turn on a light (working on it rn tho). Appart from that I want to add actual content to the OS so it does not feel like a waste to have spent so much time developing it. More in-dev Videos on my discord btw.
I started balancing&changing the movement as I did not like that you could easily get insane amounts of speed. There is also a differentiation between spriting & walking now. Heres all the changes so far: [olist] slowed general player speed
made jumps weaker
added sprinting
added wall jumping - difference to wall running being that it can be performed on any wall
added 2 gameplay elements. One pushes you away when clicking on it and the other one allows you to perform stronger wall jumps
[/olist]
I mentioned last Devlog that Im trying to siwtch Render Pipelines, but that didnt end up going anywhere because of bugs with the converter and the fact that Id have to rework tons of shaders, materials, post processing stuff for it to work. But fear not, as I have still found a way to implement volumetric lighting! At first I wanted to code it myself, so I used a 7 year old Github repo as a base but I realised that it would take way too much effort to maintain & optimise it so I chose to use a proprietary system. Theres not much to talk about so just enjoy the screenshots (these are onyl tests btw, the implementation ingame might be different):
I have added a localisation system into the game which is a mix of Unitys localisation solution and my own code. I chose to do this now since it would be a gigantic pain to add it later on when im already finished with revelOS and Id have to rework it. It was still hard enough to get it working for the OS now since the text is created/loaded on runtime.
Last but not least: Nature! Ive wanted to add vines/leaves/grass to the game for a while since the whole theme is this abandoned facility. A large inspiration for this is the start of Portal 2 where everything is overgrown & destroyed. Here are some pictures (once again just tests):
[imghttps://clan.cloudflare.steamstatic.com/images/44485089/8b3275d39b120142a6be2571e2061823464e9a83.png[/img] You cant see it on the pictures but the leaves move in the air to look more convincing. Im also working on a effect where when you walk into the plants, they move (like in rdr2 or cyberpunk). Currently there is just one type of leaves but I want to add some variation, grass and maybe some different plants. Thats it with this Months devlog! Sadly I cant upload videos here (except embed youtube Videos) so if you are interested in more indev footage be sure to join my discord. https://discord.gg/JXn6Xa4VC4 Also follow me on Twitter: https://www.twitter.com/@stefaaan06
[ 2024-02-01 19:13:22 CET ] [ Original post ]
Heya, Its the first of the Month, and with that another Mik devlog! First of all, Mik passed 1300 Wishlists even tho I really neglected doing any Marketing the past few Weeks, which is pretty cool! Also I have discord now so go join: https://discord.gg/R6fAPVCqbw Ive been able to work way more on the game the past Month as exam season is over (still no new Levels tho). Heres a quick overview:
- (almost) finished revelOS (the new custom (but fake) OS for the PCs you can find around the world)
- changed Player Movement and started adding new gameplay elements
- Volumetric Lighting!
- localisation
- leaves, vines & nature!
Revel OS
The custom operation system that Ive mentioned last Devlog is now (almost) finished. The only thing missing is a proper way for it to react with the outside world (open doors, turn on lights... stuff like that). Ive already talked about the Idea/concept behind it so go read that if youre interested. The Hardest part about making this was that I had to write my custom text styling and layout since I decided to do everything on the code side, meaning that the text is changed on runtime and it needs to know where to put text, not to put text over one another etc... This was complicated by the fact that I also worked on a localisation system but more on that later. Heres a rundown on what it can do:
- User System (each User also has their own logs)
- User Perms (cant do anything with perms rn tho)
- Login with different Users
- Menu Navigation
- Launch & Display Applications
- localisation
There is the menu page of the App where you can Navigate using the Arrow keys. With Up & Down you can select different logs. Which left & right you can switch the page to view more Logs. Selecting & pressing enter on a Log will expand it and show its entire contents.
The only thing missing functionally wise is the ability to interact with the game world, like open a door or turn on a light (working on it rn tho). Appart from that I want to add actual content to the OS so it does not feel like a waste to have spent so much time developing it. More in-dev Videos on my discord btw.
Player Movement changes
I started balancing&changing the movement as I did not like that you could easily get insane amounts of speed. There is also a differentiation between spriting & walking now. Heres all the changes so far: [olist]
Volumetric Lighting
I mentioned last Devlog that Im trying to siwtch Render Pipelines, but that didnt end up going anywhere because of bugs with the converter and the fact that Id have to rework tons of shaders, materials, post processing stuff for it to work. But fear not, as I have still found a way to implement volumetric lighting! At first I wanted to code it myself, so I used a 7 year old Github repo as a base but I realised that it would take way too much effort to maintain & optimise it so I chose to use a proprietary system. Theres not much to talk about so just enjoy the screenshots (these are onyl tests btw, the implementation ingame might be different):
Localisation
I have added a localisation system into the game which is a mix of Unitys localisation solution and my own code. I chose to do this now since it would be a gigantic pain to add it later on when im already finished with revelOS and Id have to rework it. It was still hard enough to get it working for the OS now since the text is created/loaded on runtime.
Nature
Last but not least: Nature! Ive wanted to add vines/leaves/grass to the game for a while since the whole theme is this abandoned facility. A large inspiration for this is the start of Portal 2 where everything is overgrown & destroyed. Here are some pictures (once again just tests):
[imghttps://clan.cloudflare.steamstatic.com/images/44485089/8b3275d39b120142a6be2571e2061823464e9a83.png[/img] You cant see it on the pictures but the leaves move in the air to look more convincing. Im also working on a effect where when you walk into the plants, they move (like in rdr2 or cyberpunk). Currently there is just one type of leaves but I want to add some variation, grass and maybe some different plants. Thats it with this Months devlog! Sadly I cant upload videos here (except embed youtube Videos) so if you are interested in more indev footage be sure to join my discord. https://discord.gg/JXn6Xa4VC4 Also follow me on Twitter: https://www.twitter.com/@stefaaan06
[ 2024-02-01 19:13:22 CET ] [ Original post ]
Mik
Stefaaan
Developer
Stefaaan
Publisher
2024
Release
Game News Posts:
11
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
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Mik is a story-driven and fast paced first-person platformer game in which you explore a detailed and interactive abandoned facility. Run along walls, jump over cliffs and learn more about Revelo Robotics' past.
The gameplay includes
- Wallrunning
- Jump & Run
- Puzzles
- Interactive objects & screens
Special features
- Single player story
- Detailed and immersive levels
- Fast gameplay
- Steam-Achievements
- Statistics & Leaderboards
- Interactive world
MINIMAL SETUP
- OS: Arch/Ubuntu 11
- Processor: i7-7600kMemory: 1500 MB RAM
- Memory: 1500 MB RAM
- Graphics: GeForce GTX 1660
- Storage: 5 GB available spaceAdditional Notes: May change as development continues
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