Devlog 13

LifeDev

1st Person 3D Exploration Point&Click Intimate Journey. Based on real-life events. Experience trauma, gather clues, join the dots, find allies, unravel the truth, create your way out, face the demons, become stronger, challenge your "reality". Have you had enough already?

[h1]New build is available![/h1] 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. [h2]Sprint log:[/h2] Explanation and demo [previewyoutube=4kOVZSt7vGU;full][/previewyoutube] [h2]General[/h2] * 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 [h2]Flashbacks[/h2] * New: Added lights reaction to flashback system [h2]Dialogs[/h2] * 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 [h2]Story[/h2] * Not much [h2]Inventory[/h2] * Not much [h2]Interactions[/h2] * 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 [h2]Sound[/h2] * 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 [h2]Utils[/h2] * 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 [h2]Chapter 0[/h2] * New: More interactions * More rounded * Interactions more connected * Reworked the story flow * Improved some collision and animations * Attempt to improve the lightning * パラメーター adjustments