




May 2022 Development Logs
5/1/22 - 5/3/22 - A new restriction has been added to Push/Pull objects, creating an area of viable interaction - Had a happy accident, now doing a sharp turn will deplete your Force, but then build back up - Began refactoring the Dialogue System to update efficiency and ops - Turned the Dialogue System into a layer based one, allowing fewer data sets and shorter memory space - Updated the Dialogue structure to be able to include multiple functionalities using flags - Added in the ability to automatically move to other lines if need be for audio or animations - Completed refactoring the text features to be easier to handle - Added in a delay for continuation prompts to have pauses for dynamics 5/4/22 - Updated the engine to 2021.3.f1 LTS, marking the end of updating the engine now that 2021 is in LTS - Created an updated style for the Dialogue System - Completed refactoring of the entire Dialogue System 5/5/22 - 5/8/22 - Updated the protocol for Push/Pull interactives, now a limit to how close the player can to the object get has been set - Created Cole's Idle animation - Updated Cole's animation imports to fill in some missing data - Created a new system for making animations - Updated Cole's Animator and parameters to only keep relevance as creation of the new Physics System requires it - Implemented animated behavior based on actions - Created Cole's Walking animation 5/15/22 - 5/23/22 - Created UI for Cole's health - Updated box UI to make the edges nicer to work with - Added in a temporary low push animation for Cole - Updated the layering and parameters of Cole's animator - Added in visual changes to show how much pain Cole is in when his health depletes - Updated the input schematics, allowing use of the new Input System in Unity, bringing support for multiple controllers - Started restructuring the interactives after further tests showed that upgrades to the new input system showed architectural issues - Further improved and regrouped certain input bindings - Updated the key binds to be functionally equivalent to Unity's built in GetKeyDown/GetButtonDown - Updated the input system to now use a new Focus Mode, allowing only specific key binds to be active given the current situation - Created a functional virtual cursor console players to navigate UI with ease - Added visual improvements to virtual cursor, showing neutral and clickable elements - Created responsive icons for controller inputs that will update in real-time if inputs are changed (EX: Keyboard to controller, and vice versa) - Moved all virtual cursor code into its own script, making it easier to control and manage and preventing any input mishaps 5/24/22 - 5/25/22 - Started doing some design markup for the game's official website page - Spent most of the day trying to recover the functionality of Omnisharp after VS Code decided to kill itself - Updated Cole's 2D design, removing an issue where his sideburn strands where too unevenly scaled - Rerendered the current finished lines for Minor Puzzle 4 - Updated health to now show the meter interpolating from the current health level to the new one once points are either gained or lost 5/25/22 - 5/31/22 - Created a poll to test some style changes with the animation system - Continued work on repairing the interaction system after it broke - Created Cole's running animation - Began work refactoring the controller code into a physics based one after further research proved to be better equipped - Restored the Locomotive System - Restored the Stamina System - Restored the Physics Stats - Added a new setting to allow users to edit the V-Sync - Added a new setting to allow users to set Texture Resolution - Improved the physics controller collision to handle velocity ramming prevention - Adjusted force build up to be more natural - Restored the Force Mechanic
- Fixed an issue where Cole would be able to build up Force if he ran into a wall - Fixed a bug where if you interacted with an object at an angle, Cole would move continuously in the wrong direction - Fixed a mishap with time layering that would automatically reset the current message when there was a delay before displaying the next line if the dialogue line mode was set to continue without input - Fixed an issue where when swapped back to user input, the text would not reset due to the time delay being read incorrectly - Fixed a bug where the continue prompt would appear, despite the write mode being in continuous - Fixed an issue where audio flags would play twice if they were set to play before any typing was set - Fixed a bug where if the player interacted close with a Push/Pull object, force would never build up, even if they were moving forward - Fixed a mishap where interactable of type Push/Pull will keep its bounds active, despite it being affected by Physics or disabling interactive focus - Fixed a bug where the Physics Stats would show if the player held Left Shift, but didn't move - Fixed a bug where interaction prompts would show up for objects that are affected by static motion, despite the fact that they aren't supposed to be interacted with other than ramming into them - Fixed a mishap during file moving where the settings and data scripts were blank - Fixed a bug where physical stats would remain off, despite no values being changed once health was implemented - Fixed an issue where once the supported devices types were added, the mouse would no longer function - Fixed a bug where the input master would not be detected by the virtual controller - Fixed a bug where if the player interacted with an object and stopped interacting with it, it would allow the pause menu to open - Fixed a bug where the virtual cursor would keep both the hardware mouse with stay active, despite the schematics being switched - Fixed a bug where the virtual cursor would stop working once the schematics were divided - Fixed a bug where input based triggers would not reset input reading delay if explicitly cast - Fixed a bug where dragging with the virtual cursor would case elements like sliders to remain in control, despite the dragging being halted - Fixed a bug where moving the cursor way from draggable UI would cause it to interact with other elements, even when the cursor is nowhere near the element vicinity - Fixed a bug where continuous motion would cause Cole to spin in circles - Fixed a bug with Cole's continuous movement which made him move in directions 90 degrees perpendicular to the intended forward direction - Fixed an issue where falling would not allow Kinematic Force to build up - Fixed a bug where depleting Stamina would freeze once the current amount is less than the max, and the player stopped and then tried to perform an action again - Fixed an issue where the player could ram Cole through objects, even if he's not supposed to be able to move due to the object being an obstacle
[ 2022-06-01 08:32:02 CET ] [ Original post ]
Development Logs
5/1/22 - 5/3/22 - A new restriction has been added to Push/Pull objects, creating an area of viable interaction - Had a happy accident, now doing a sharp turn will deplete your Force, but then build back up - Began refactoring the Dialogue System to update efficiency and ops - Turned the Dialogue System into a layer based one, allowing fewer data sets and shorter memory space - Updated the Dialogue structure to be able to include multiple functionalities using flags - Added in the ability to automatically move to other lines if need be for audio or animations - Completed refactoring the text features to be easier to handle - Added in a delay for continuation prompts to have pauses for dynamics 5/4/22 - Updated the engine to 2021.3.f1 LTS, marking the end of updating the engine now that 2021 is in LTS - Created an updated style for the Dialogue System - Completed refactoring of the entire Dialogue System 5/5/22 - 5/8/22 - Updated the protocol for Push/Pull interactives, now a limit to how close the player can to the object get has been set - Created Cole's Idle animation - Updated Cole's animation imports to fill in some missing data - Created a new system for making animations - Updated Cole's Animator and parameters to only keep relevance as creation of the new Physics System requires it - Implemented animated behavior based on actions - Created Cole's Walking animation 5/15/22 - 5/23/22 - Created UI for Cole's health - Updated box UI to make the edges nicer to work with - Added in a temporary low push animation for Cole - Updated the layering and parameters of Cole's animator - Added in visual changes to show how much pain Cole is in when his health depletes - Updated the input schematics, allowing use of the new Input System in Unity, bringing support for multiple controllers - Started restructuring the interactives after further tests showed that upgrades to the new input system showed architectural issues - Further improved and regrouped certain input bindings - Updated the key binds to be functionally equivalent to Unity's built in GetKeyDown/GetButtonDown - Updated the input system to now use a new Focus Mode, allowing only specific key binds to be active given the current situation - Created a functional virtual cursor console players to navigate UI with ease - Added visual improvements to virtual cursor, showing neutral and clickable elements - Created responsive icons for controller inputs that will update in real-time if inputs are changed (EX: Keyboard to controller, and vice versa) - Moved all virtual cursor code into its own script, making it easier to control and manage and preventing any input mishaps 5/24/22 - 5/25/22 - Started doing some design markup for the game's official website page - Spent most of the day trying to recover the functionality of Omnisharp after VS Code decided to kill itself - Updated Cole's 2D design, removing an issue where his sideburn strands where too unevenly scaled - Rerendered the current finished lines for Minor Puzzle 4 - Updated health to now show the meter interpolating from the current health level to the new one once points are either gained or lost 5/25/22 - 5/31/22 - Created a poll to test some style changes with the animation system - Continued work on repairing the interaction system after it broke - Created Cole's running animation - Began work refactoring the controller code into a physics based one after further research proved to be better equipped - Restored the Locomotive System - Restored the Stamina System - Restored the Physics Stats - Added a new setting to allow users to edit the V-Sync - Added a new setting to allow users to set Texture Resolution - Improved the physics controller collision to handle velocity ramming prevention - Adjusted force build up to be more natural - Restored the Force Mechanic
Bug Fixes:
- Fixed an issue where Cole would be able to build up Force if he ran into a wall - Fixed a bug where if you interacted with an object at an angle, Cole would move continuously in the wrong direction - Fixed a mishap with time layering that would automatically reset the current message when there was a delay before displaying the next line if the dialogue line mode was set to continue without input - Fixed an issue where when swapped back to user input, the text would not reset due to the time delay being read incorrectly - Fixed a bug where the continue prompt would appear, despite the write mode being in continuous - Fixed an issue where audio flags would play twice if they were set to play before any typing was set - Fixed a bug where if the player interacted close with a Push/Pull object, force would never build up, even if they were moving forward - Fixed a mishap where interactable of type Push/Pull will keep its bounds active, despite it being affected by Physics or disabling interactive focus - Fixed a bug where the Physics Stats would show if the player held Left Shift, but didn't move - Fixed a bug where interaction prompts would show up for objects that are affected by static motion, despite the fact that they aren't supposed to be interacted with other than ramming into them - Fixed a mishap during file moving where the settings and data scripts were blank - Fixed a bug where physical stats would remain off, despite no values being changed once health was implemented - Fixed an issue where once the supported devices types were added, the mouse would no longer function - Fixed a bug where the input master would not be detected by the virtual controller - Fixed a bug where if the player interacted with an object and stopped interacting with it, it would allow the pause menu to open - Fixed a bug where the virtual cursor would keep both the hardware mouse with stay active, despite the schematics being switched - Fixed a bug where the virtual cursor would stop working once the schematics were divided - Fixed a bug where input based triggers would not reset input reading delay if explicitly cast - Fixed a bug where dragging with the virtual cursor would case elements like sliders to remain in control, despite the dragging being halted - Fixed a bug where moving the cursor way from draggable UI would cause it to interact with other elements, even when the cursor is nowhere near the element vicinity - Fixed a bug where continuous motion would cause Cole to spin in circles - Fixed a bug with Cole's continuous movement which made him move in directions 90 degrees perpendicular to the intended forward direction - Fixed an issue where falling would not allow Kinematic Force to build up - Fixed a bug where depleting Stamina would freeze once the current amount is less than the max, and the player stopped and then tried to perform an action again - Fixed an issue where the player could ram Cole through objects, even if he's not supposed to be able to move due to the object being an obstacle
[ 2022-06-01 08:32:02 CET ] [ Original post ]
Isometric World: Frame of Mind
LJTProductions
Developer
LJTProductions
Publisher
Jun 2022
Release
Game News Posts:
20
🎹🖱️Keyboard + Mouse
No user reviews
(0 reviews)
In this game, you play as 15-year-old Cole Andrews on a journey through a Virtual Isometric 3D world. He doesn't know exactly for sure how he got there, but all he knows is that he has to find a way out.
The only way to do so is to reach the emergency exit at the very top of the world. To reach the top, you'll have to go through many levels containing puzzles of varying difficulty, collect items to help you along the way, and surpass obstacles that will try to prevent you from making it to the end.
The world you are in isn't just a normal, euclidean, isometric world. It's a place built on illusion and visual tricks. In order to get past this and reach the end, you'll have to work with something special, perspective. More specifically, by rotating yourself 90 degrees at a time using a special item.
An area or item that seems far away can actually be up close just by turning 90 degrees in a certain direction.
Be warned! You won't always have this mechanic to help you out! You'll have to be smart and clever to beat every puzzle, obstacle, illusion, and more to get out of the Virtual World and back home to the real world.
The biggest thing to remember: "Everything is not what it seems..."
Good luck!
The only way to do so is to reach the emergency exit at the very top of the world. To reach the top, you'll have to go through many levels containing puzzles of varying difficulty, collect items to help you along the way, and surpass obstacles that will try to prevent you from making it to the end.
The world you are in isn't just a normal, euclidean, isometric world. It's a place built on illusion and visual tricks. In order to get past this and reach the end, you'll have to work with something special, perspective. More specifically, by rotating yourself 90 degrees at a time using a special item.
An area or item that seems far away can actually be up close just by turning 90 degrees in a certain direction.
Be warned! You won't always have this mechanic to help you out! You'll have to be smart and clever to beat every puzzle, obstacle, illusion, and more to get out of the Virtual World and back home to the real world.
The biggest thing to remember: "Everything is not what it seems..."
Good luck!
MINIMAL SETUP
- OS: Ubuntu 20.04. Ubuntu 18.04. or CentOS 7
- Processor: Intel Core i5 8th Gen 2.00+ GHzMemory: 4 MB RAM
- Memory: 4 MB RAM
- Graphics: Any GPU w/Shader Model 4.0 capabilities
- Storage: 500 MB available space
- OS: Ubuntu 18.04.5 LTS
- Processor: Intel Core i7 10th Gen 2.00+ GHzMemory: 8 MB RAM
- Memory: 8 MB RAM
- Graphics: NVIDIA GeForce GTX 650
- Storage: 1 GB available space
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