▶
Devlog 17
> This is the 1st pass of the 5th chapter (#04). It's quite stub.
**Explanation and demo** [previewyoutube=7NxnqXJIosQ;full][/previewyoutube]
> 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.
* 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.
* New: Pots, stove, boxes, fridge, egg, pencil, particles, plates, sponge, sink. * Optimized a couple of assets. * Fixed some missing shadows. * Redone char18.
* New: New chapter! * * New room, new flow. * * New music with new mixing system.
* Some tweaks on dialogs, items, story flow. * * Improved some dialogs, books.
* 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.
* Tweaks to styles.
* 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.
* Reworked the flag functions. * Beta: Considerable refactor to how the flags work and the functions provided.
* 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.
* LifeFev: * * Fixed environ playing during intro. * Fixed Noiser not activating on certain cases.
* Moved GetAnyGameViewportClient here. * UI * * Implemented message box. * * Implemented base button.
* Various fixes and cleanups. * Fix for android running on background thread. * Added TickWhenPaused
[ 2024-05-27 05:20:52 CET ] [ Original post ]
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
[ 2024-05-27 05:20:52 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
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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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