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Devlog 16
> This is the 1st pass of the 4rd chapter (#03). It's quite stub.
**Explanation and demo** [previewyoutube=BY4XeAP3Mwk;full][/previewyoutube]
> 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.
* 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.
* New: Piano, plants x2, books, shelves, trashcan, small table. * New: a lot of art for the next chapter (not visible yet). * Improves to light.
* New: The whole chapter. New puzzle. * adjustments.
* Some tweaks on dialogs, puzzles, items, story flow.
* Improvements: * * Fixed SetMax and SetMin default duration.
* 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.
* Improved "Clear" function to Inventory and Flags. * Improved flags SetAll delegates.
* 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.
* Added BP async callbacks. * Added IsEditor, IsDebug, CameraFade. * Improvements and fixes to GroupBox.
[ 2024-03-02 06:58:47 CET ] [ Original post ]
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
[ 2024-03-02 06:58:47 CET ] [ Original post ]
LifeDev
Jeronimo Barraco-Marmol
Developer
Jeronimo Barraco-Marmol
Publisher
1970-01-01
Release
Game News Posts:
10
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews
(0 reviews)
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.
MINIMAL SETUP
- 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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