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.
[ 2023-12-27 22:57:23 CET ] [ Original post ]