> This is some work after 0.4.0 . Life got busy and stuff happened. And it made sense to publish a new DevLog with the bits and pieces i've collected. Before starting the new sprint. There were tons of things going on outside this project. Which made it really hard to make progress (if any progress at all). Anyway, i tried my best, and decided to at least push to keep momentum. That proved to be hard and even impossible at times. But i've managed to do a bunch of .... stuff, which led to a lot of interesting improvements and additions. So, i'm making this devlog to start the build with from a more stable point. And also because a lot of time has passed and i feel it'd be nice if i give an update. The build published won't have any new content, but it will have all these improvements.
------ Sprint log:
**Explanation and demo** [previewyoutube=EMpWB5rkffA;full][/previewyoutube]
------ Game
> Important note: :)
### General
* New: * * PORTED TO 5.4!! :party: * * * This was less work than expected. But still required an effort. * * Intro logo. * Tweaks: * * Rework character collider size. * * A lot of rework and refactors. * * Improved the docs all over the place. * * Constness, TObjectPtr, likely. * Fixes: * * Settings confirmation dialog. * * Various fixes on stuff that wasn't working. * adjustments.
### Settings
* Reworked the whole settings ui: * * Ton of work. * * Ported a bunch of things to cpp. * * Created base widgets for features and feature groups. * Improved graphics settings. * Added AntiAlias, Dynamic Resolution, Frame rate, something else? * Added confirmation dialog on game load, and slot erase. * Audio audio volume preview. * Audio filter on pause. * Bunch of new feature toggles. (Ghost pool, flashback post process, speed post process, fov). * Fixed scroll on qualities. * Fixed control sensitivity to only apply on apply. * Improved screen resolution scale. * Fixed/improved loading and applying.
### Art
* New: Match box. * Optimized a couple of assets. Re-exported a bunch. * Fixed some outside meshes. * Removed unnecessary collisions. * Updated text colors. * More houses on the outside. Light blockers. And spaced lights. * Added speed post process. * Animation for the text.
### Chapter 0, 1, 2, 3, and 4
* CH04: * * Fix char particles * * Fixed pencil material * CH03: Fix lights * * Added tape03, and batteries. Changed level flow. * * Improved datalayer.
# ------- Subsystems and plugins
### Flashbacks
* LifeDev: * * Animate camera FOV with Flashback. * * Fixed lights state after fb. * * Added ghost pool. And feature flag. * Added OnTo and OnEnd delegates. * LerpStable.
### Dialogs
* LifeDev: * * Made text color white. * * Added new dialog material. * * * With performance switch based on quality settings. * * Fixed animation.
### Story
* LifeDev:
### Inventory / Flags
* LifeDev: * * Dialog shown count at end of game. * * Time count at game end. * * Added foxy flag. * * Actually removing post processes on features. * * Improvements on handling feature flags.
### Interactions
* LifeDev: * * Fixed double enabling. * * Improvements on fade. * * Fixed lights starting "off". * * Added item use result. Added Error. * Made Interactions replicated. !!!!!! * CAnimator: * * Animation and subsystems using lerpStable. * * Added CAnimatorData to animate primitive data. with HSV. * * Added CAnimatorMPC. with HSV. * * Added ::Flip ::Mirror ::PlayMirror ::UseLog. * * AnimMat: Fixed removing duplicated animations. Added removing for data anims. * CAnimatorPID: * * Improved workflow. Added OnGetVal. Improved docs. * Randomizer: Added ::AnimValue ::AnimRandReverse ::AnimMirror. * Not grabbable by default.
### Sound
* LifeFev: * * Base widget for sound slider.
### Utils
* Added JNetUtils. * Materials: * * OKLab Palette Material function * * Palette with HSV * * Added: Checker, Alternate, DitherQuant. * * Added Kawase functions. * Pool: * * Fixed unlikely crash using console commands * UI: * * MsgBox: * * * Fixed MsgBox multiple accept. * * * Reworked style. * OctTree: * * NEW: Oct tree class that handles lots of actors. Works in tandem with the pool. * * ::Rebuild, ::Update, ::Add, ::Iterate, ::HasLoops, ::Contains, ::Overlaps and many more! * QuickMesh: Disable worldpositionoffsetwritesvelocity by default. ### Significance
### JSceneView
* added stub plugin for sceneview. Build at : https://jerobarraco.itch.io/lifedev/devlog/817605/devlog-18-0410-life-happens
New build is available!
New chapter is available!
> This is the 1st pass of the 5th chapter (#04). It's quite stub.
Sprint log:
**Explanation and demo** [previewyoutube=7NxnqXJIosQ;full][/previewyoutube]
------ Game
> This was a very challenging sprint for external and internal reasons. Since this is the "last" chapter of the story, i decided to do many things differently. That includes changing the scheduling method. So it took way more than usual, but i think it was worth it. So everything is quite barebones and possibly confusing. Enjoy! > Important note: The button for erasing a save slot does not ask for confirmation! (That's on TO-DO) > Important note: Compared to version 0.4.0.4, version 0.4.0.8 has less testing and a couple considerable changes, so it's deemed more likely to have issues. Yet 0.4.0.8 fixes a couple really important features, and adds some interesting features. So i highly recommend trying 0.4.0.8. But if you were to have issues with that, please try 0.4.0.4.
General
* New: * * Data layer for outside houses is now more granular. * * Added lights and puzzles to the outro. * * * Saved flags to the save. * Implemented light flicker based on sound. And a somewhat elaborated sound system. * Settings: * * Improved remapping options. * * New: Implemented movement and look sensitivity! * * New: Beta: Implemented different audio submixes (channels), with different volumes and attenuations. * * * This was plenty of work and is still a new feature. Issues might arise. * * * Reworked the attenuations, classes, levels. * Tweaks: * * Interact drag. * * Sound attenuation. * * Improved logging. (It's log log log log, It's better than bad, it's good!) * * Improved movement input. * * (Created and) Fixed some packaging issues. * * Improved characters pose utilities, and base classes. * * Added end of game count for dialogs shown. * Fixes: * * datalayers, hitboxes, sounds, materials, plants, tv interact, cabinet, texts, chapter titles, map dependencies. * * A bunch of issues related to load a chapter directly from save. * adjustments.
Art
* New: Pots, stove, boxes, fridge, egg, pencil, particles, plates, sponge, sink. * Optimized a couple of assets. * Fixed some missing shadows. * Redone char18.
Chapter 4
* New: New chapter! * * New room, new flow. * * New music with new mixing system.
Chapter 0, 1, 2, and 3
* Some tweaks on dialogs, items, story flow. * * Improved some dialogs, books.
------- Subsystems and plugins
Flashbacks
* LifeDev: * * Improved FlashBack curve animation. * * Added player movement change based on FlashBack. * Fixed issue with rapidly changing the target value. * Optimized the tick. Only ticking when needed. * Fixed possible crash.
Dialogs
* Tweaks to styles.
Story
* LifeDev: * * Option to automatically increase the flashback based on the dialog. Towards a given target and by a given increment. * * Improved dialog triggering flow. * * Added a few options to show, hide, enable, and disable interacts on step. * * Expanded ability to show/hide actors on step. * * Added option to automatically handle the rain on a step. * * Fixed issue of not destroying actors on step unload quickly. * * Added the FlashBack Randomizer to the step and normalized the usage. * A few refactorings. * Replaced the camera preview mesh with a better mesh. * Fixed the teleport player feature to also set the camera.
Inventory / Flags
* Reworked the flag functions. * Beta: Considerable refactor to how the flags work and the functions provided.
Interactions
* LifeDev: * * Added option to enable an interact as reward. * * Added option to start a new step as reward. * Fix an issue with some fades. * Fixed issue with SetEnable not working on the constructor. * Fixed issue on reward actors. * Fixed double usage of items. * Dis/Enable interacts on fade. * Improved the flow for interactions, rewards, fades, etc. * Some refactors. * Improved system for interact hover detection. Now with two methods to choose from. As well as some parameters.
Sound
* LifeFev: * * Fixed environ playing during intro. * Fixed Noiser not activating on certain cases.
Utils
* Moved GetAnyGameViewportClient here. * UI * * Implemented message box. * * Implemented base button.
Significance
* Various fixes and cleanups. * Fix for android running on background thread. * Added TickWhenPaused
New build is available!
New chapter is available!
> This is the 1st pass of the 4rd chapter (#03). It's quite stub.
Sprint log:
**Explanation and demo** [previewyoutube=BY4XeAP3Mwk;full][/previewyoutube]
------ Game
> This was a challenging sprint for external reasons. So i got less than the previous sprint. Also most of the work was in improving, refactoring, cleaning, and some for the next chapter. So this chap is a bit more bare-bones than i'd have liked. But in truth i always like more.
General
* New: * * Save game is working! (This was a lot of work.) (Please note each release will probably break previous savegames) * * A lot of preemptive work for next chapter. Not visible yet, sorry. * * Added custom StoryManager. * Settings: * * Basic key remapping. (Note this sucks atm so use carefully). * Optimization: * * Re exported some optimized assets. * * Attempt at disabling WPO on meshes. * * Optimized data layers for objects "Outside" and Chap 01. * A ton of minor bugfixes, cleanups, and reorganization. Including plugins. * Added helper to set up character poses.
Art
* New: Piano, plants x2, books, shelves, trashcan, small table. * New: a lot of art for the next chapter (not visible yet). * Improves to light.
Chapter 3
* New: The whole chapter. New puzzle. * adjustments.
Chapter 0, 1, and 2
* Some tweaks on dialogs, puzzles, items, story flow.
------- Subsystems and plugins
Flashbacks
* Improvements: * * Fixed SetMax and SetMin default duration.
Dialogs
Story
* Optimization: * * Disable steps' cameras while not active. * New: * * flag to automatically modify the flashback progressively during dialog sequences. * * Delegate for DataLayer changed. * Improvements: * * Fading and step switching cycle. Cover blind for level switching (and others). * * Changing steps, fading, and input enable/disable. * * Data layer loading is not recursive now.
Inventory / Flags
* Improved "Clear" function to Inventory and Flags. * Improved flags SetAll delegates.
Interactions
* Improved delegate handling. * Improved rewarding, fade, and delegate cycle. * Added "IsReversed". Default one depends on the StateNum. * Added "IsOneShot". Adjusted "DisableWhileAnim" * Improved SetMobility, Locked. * Puzzle * * Added ResetOnFail, OnReset, ResetTimer, and other reset utils. * * Moved a bunch of code to the plugin. * * Improvements. SetEnabled, DoneActor.
Sound
Utils
* Added BP async callbacks. * Added IsEditor, IsDebug, CameraFade. * Improvements and fixes to GroupBox.
Significance
New build is available!
> This is the 2nd pass of the 3rd chapter (#02). It's a bit stub.
Explanation and demo
[previewyoutube=GvaIsQ7tef8;full][/previewyoutube]
------- Game
General
* New: * * New feature toggles (environ, music, noises, global illumination, strobes). * * Change features during gameplay. * * Added a bunch of Light base classes. With some useful features (like animation, strobe flag, intensity). * * Base puzzle class with a bunch of util features (story management, rewards, dialogs). * Optimization: * * Re-exported (optimized) some assets. * * Some managers are AInfo now. * * Reorganization of assets and code. * Settings * * Added custom checkbox class for features. * * Improved widgets initialization. * * Implemented re-load and apply. Also for sounds. * * Improved menu organization. * Fixed cam-shake, quality settings, strobe/animation/flashback flicker, feats reloading on settings, settings resolution scale bar, streetlight flicker.
Art
* New: Word-cubes used for puzzles and others, Wide cabinet, toilet, mirror, bathtub, curtain, bar, Room02, Living00, street light. * New: Sounds for ambiences, noises, and rain. New Music!
Chapter 2
* New: New music! It's pretty cool and quite different!! * New: new character. exchanged them. * New: New puzzle. * adjustments.
Chapter 0 and 1
* New: Added some new objects. New puzzle. * Improved some interactions. Re exported some assets.
------- Subsystems and plugins
Flashbacks
* New: AnimSpeed is configurable in config file. * Optimization: Fixed issues with de/activating unnecessarily. * LD: Added debug feature flag. * LD: Fixed setting the correct end value when adding values (as opposed to just setting one).
Dialogs
* New: Added GetIsShowing, Get.
Story
* New: Exposing step flags to be editable in the World Outliner. * New/LD: Added option to finish after dialogs. * Fixes and cleanups. Added logs. * Prevented sequences from having recursive dialogs. * Greatly improved the flow. Specially with child classes. * LD: Fix end step fading in and fading music.
Inventory / Flags
* New: Added Flags::Instance ### Interactions * New/LD: Added dialogs for items usage. * Re-parent sfx to the base mesh. * Improved anim logs, stop callable in editor, trigger begin on reset. * Added stub OnTrigger and OnTriggerLocked delegates. Ensure it has no issues with child classes. * Fix animator fade using invalid material. * Optimization: and fix ticking while deactivated.
Sound
* New: * * CSounder: function to set a float param safely. * * Fade music on level and hold. * * LD: Added feature flags for music, noise, and environ. * * LD: Cross-fade music with environ. * * LD: Handling feature flags for Environ, Music, Noises. * MusicManager Fade and SetIntensity are overrideable. * LD: Fix music intensity on restart. Environ start.
Utils
* Optimized QuickMesh WPO evaluation. * Moved a couple of functions to utils. * Fixed fade material on low quality.
Significance
* New: (Optionally) Handle occlusion. * New: Flag to use concurrent/sequential calculation. * New: Debug flag. * Fixed issue breaking animations.
New build is available! New chapter available!
This is the 1st pass of the 3rd chapter (#02). It's a bit stub.
Sprint log:
Explanation and demo [previewyoutube=Vpm1mt28nbI;full][/previewyoutube]
Game
General
* New: Started using the .ini config files more heavily. New LifeDev.ini file. * New: Started working on the save-game. Basic structure and methods in place. * New: Started working a bit on custom control mapping. * Started working on reducing the visual stress for people that needs/wants it. * * Disabled Lumen by default. Mostly since it did not made a lot of sense, secondly to improve performance. (It can be enabled with the .ini config files). * * Removed depth of field post process effect. * Performance pass * * cleanup on things loaded * * significance plugin working! Added to a bunch of objects in the scene. * _Lots_ of bug fixes, cleanups, and improvements all around. * * Removed unused assets, variables, and code. * * Updated collisions.
Chapter 2
* New: New chapter. * New: New room. * New: New character. * New: New types of interactions. Including cards. * Attempt to improve the lighting. * adjustments.
Chapter 0 and 1
* Added some new objects. * Improved some interactions. * Some tweaks and improvements in many aspects.
Art
* New: New objects: Calendar, wide chair, bathtub, wide cabinet, stand lamp, books, toilet, hall, wide doors, picture frame. * New: New character! * New: Started experimenting with skeletal animations and voxel art hybrid. * New: Started experimenting with a new palette system for assets. * Improved, cleaned, and improved performance of voxel materials.
Subsystems and plugins
Flashbacks
* New: Added feature flag for strobe lights to disable flashing lights. * * It can be toggled at the start, but also can be toggled on the .ini files. * Added duration to SetMax and SetMin. * LD/New: Created new flashback post process. Less visually confusing, more meaningful.
Dialogs
* Not much.
Story
* New: Feat to remove items at end of step. * New: Feat to ensure items at the start of a step. * Fixes on finishing step on item received. * Fix item rewarding. * Fix incorrect transition on last step of sequence. * Reworked the whole step cycle. Start, Stop, StartSequence. Much improved, such determinism, no bugs, good wow. * Improved character teleport. * LD: reworked chapter load cycle.
Inventory / Flags
* New: Added ensure items, which makes sure there's at least 1 of the item. * New: Added remove items, which removes completely an item. * New: Added ItemLogic class and CardLogic. Not much use yet, but allows for having custom logic instance for each item.
Interactions
* Fix not being able to modify the root component in blueprints. * LD: Added UseItemDlgs. Which allows to define a map of items/dialogs, so that when an item is used it will trigger the specified dialog. Speeding up development considerably. * LD: Improves on animation management. * LD/New: Improves on flicker on flashback.
Sound
* New: New sounds for drawers and lamps. * New: New music. * New: Added audio volumes for reverb and stuff. * Updated sounds groups and levels.
Utils
* New: Added material and material functions for palette with vertex colors. * New: QuickMesh can set collisions. * Moved a bunch of voxel color related materials to JUtils plugin.
New! Significance
* New: Finally working significance plugin. in a separate plugin to have clean dependencies. * Configurable through .ini files. * * Use Background thread. * * Update interval. * * Number of player controllers to process. * Subsystem to control everything globally. * Component to easily control each actor individually. * * Can be subclassed. LifeDev has a custom one that works in tandem with animations. * * Everything is per instance configurable. * * Auto register. * * Simple to use. * * Can override the significance calculation. * * Delegates for changes and events. * * Can adjust tick enabled and intervals. * * Can control hiding components. * * Significance depending on: * * * Actor being hidden * * * Last time rendered (visible). Configurable timeout. * * * Distance to camera. With different levels.
New build is available!
There were a few factors that resulted in having less content than i expected (i.e. it's pretty stub). But there's a ton of under-the-hood work :). Still this is the 2nd pass, so the focus was on adding content rather than features.
Sprint log:
Explanation and demo [previewyoutube=4kOVZSt7vGU;full][/previewyoutube]
General
* New!: Upgraded to 5.3.2 on windows and similarly latest on Linux * New!: Added joystick support * * Note: i had an issue with my joystick so that the camera control sucks at the moment * New: Added new shader effects (not in use yet) * * OKLab conversions and Lerps. Gooch filter. Edge detection. And utilities (Lerps, Average, Kernels, etc) * New: Added test data layer to separate test functionality from actual game * New: Added starting chapter feature. Helps on development and will be used for save games * New: More animation curves (noise ramp, incubic) * Performance pass * * Removed unnecessary material creation among others * * Removed a bunch of unused plugins * Improved plugins' documentation and settings * Bug fixes and improvements all around
Flashbacks
* New: Added lights reaction to flashback system
Dialogs
* New: More dialogs on interactions * Improved random dialogs * Reworked flow for dialogs for looking at items * Renamed plugin to avoid issues with another engine directory
Story
* Not much
Inventory
* Not much
Interactions
* New!: Puzzle system leveraging the interact system * * Supports puzzles of type "combination" and "sequence" * * Able to repeat sequences * * No currently playable puzzle in game * New!: Extended interaction lifecycle to have multiple states on each interact * * Integrating the state management in the current flow and design * * Extended texts, transforms * * Works together with the Puzzle system * * Added state reset ability that works with the puzzle system * New: Optionally disable an interact while animating * Cleaned and refactored the reward/fade/destroy cycle * * Many fixes, improvements, and simplifications * * New: Added reward actor * Fixed issues with new materials and fade * Ported two more interaction to cpp
Sound
* New: More noises * New: Added sound to more elements (cards, batteries, clothes spots, etc) * Improved noises randomization and levels * Improved general attenuation settings (they still need much rework) * Fixed an issue with self-destroy and trigger sound
Utils
* New: Add new actor pooling subsystem * * Manages multiple pools by class * * Non-intrusive, class agnostic and non reliant on interfaces * * Actor lifecycle management * * Allows to have pools that can grow or not * * * Also allows to decrease over a configurable time * Progress on the Significance Manager Subsystem plugin * * Moved to a new plugin to free dependencies * * Not in use yet
Chapter 0
* New: More interactions * More rounded * Interactions more connected * Reworked the story flow * Improved some collision and animations * Attempt to improve the lightning * adjustments
*New build is available!* *New chapter available!* > Note, there were a few factors that resulted in having less content than i expected (i.e. it's pretty stub). But there's a ton of under-the-hood work :) And the next sprint will be the 2nd pass for this same chapter.
Sprint log:
Explanation and demo [previewyoutube=XcPvy3bco9A;full][/previewyoutube]
General
* update to 5.3 !! * * performance optimization around shadows and global illumination * new: implemented dynamic loading using data layers * * bug fixes and improvements all around * * performance pass * * improved input handling * improved settings menu and quality settings. * * new: added new quality categories. * * new: added basic input hints * * added a couple of shaders * new: moved to newer goxel/vengi with optimized meshes and improved colors (not many new assets though)
Flashbacks
* improvements. * new: Max/Min. handle of changes * hooked to the noises
Dialogs
* improved random dialogs, and dialog system * new: dialog history !! * improved ui and animation
Story
* upgraded chapter flow * improvement to transitions, camera handling, fades * new: dynamic loading using data layers
Inventory
* improved item look at * new: added a flag sub system to track flags (things that happened) * new feature: item can have its own logic
Chapter 0
* less stub than before * * playable * expanded story, dialogs, items
Sound
* new: new musics! * new: new interactions, and noises
New devlog! A month passed since the 1st release, i've re-scheduled the scope and all. I've made a lots of changes and a new build is ready. The goal of this "sprint" was to do a 2nd pass of the Chapter 01 (Whatever works). Mainly focused on quality rather than adding more content or systems. I did managed to implement a couple new systems including the dynamic music and flashback system. The next sprint (to begin in one week's time) has the goal to rework the Chapter 00 (Intention), which is a stub atm. (And also ue 5.3) Here's the video version: [previewyoutube=e_g2lzSWzzU;full]https://www.youtube.com/watch?v=e_g2lzSWzzU[/previewyoutube] Thanks for playing and please send me your feedback Notes: * In case you're interested there's a changelog.txt along the game files, with all the commits. * There's a known issue that happens randomly, where the music stays muted when starting the chapter 01. Which is what i wanted to showcase, so maybe i'll do a hot-fix build at some point.
LifeDev 10th week's DevLog
* Completed the chapter ending sequence.
* Lots of improvements.
* Packaging working well and getting ready to share a build
** maybe on itch.io itchio
* Steam page! (wishlist ) steam
[previewyoutube=aWLdPopa8mE;full][/previewyoutube]
LifeDev
Jeronimo Barraco-Marmol
Jeronimo Barraco-Marmol
1970-01-01
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 9
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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https://store.steampowered.com/app/2450230 
Notice:
This game is very early in the development. It will change considerably with time.
The game will be released in chapters.
If builds are provided they are just for testing, feedback, and support purposes.
Currently only the chapter 01 is available.
The rest of this page is about planned features and should not be taken as the current state of the game.
LifeDev is an exploration game with elements from Point/Click adventures.
Where you journey through the experiences of a person with CPTSD.
You will be able to experience and reflect upon this complicated reality.
You'll be finding clues, untangling the complexities, and recreating a new life on each step.
Finding, developing, and training new skills that will help you create a small door of hope.
- OS: Ubuntu 22 /Debian
- Processor: 4 Core. 2.5 GhzMemory: 32 GB RAM
- Memory: 32 GB RAM
- Graphics: Vulkan: AMD or NVIDIA 8Gb VRam
- Storage: 1 GB available space
- OS: Ubuntu 22 /Debian
- Processor: Quad-core Intel or AMD. 2.5 GHz or fasterMemory: 32 GB RAM
- Memory: 32 GB RAM
- Graphics: Vulkan: AMD (21.11.3+) or NVIDIA (496.76+) 8Gb VRamSound Card: yesVR Support: noAdditional Notes: might get away with less ram or disk. might work on other distros or older versions of ubuntu if you make it work.
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