[SoloDev] "LifeDev" My dream game about overcoming CPTSD

Devlog 15

New build is available!

This is the 2nd pass of the 3rd chapter (#02). It’s a bit stub.

Sprint log:

Explanation and demo

----- Game

General

  • New:
    • New feature toggles (environ, music, noises, global illumination, strobes).
    • Change features during gameplay.
    • Added a bunch of Light base classes. With some useful features (like animation, strobe flag, intensity).
    • Base puzzle class with a bunch of util features (story management, rewards, dialogs).
  • Optimization:
    • Re-exported (optimized) some assets.
    • Some managers are AInfo now.
    • Reorganization of assets and code.
  • Settings
    • Added custom checkbox class for features.
    • Improved widgets initialization.
    • Implemented re-load and apply. Also for sounds.
    • Improved menu organization.
  • Fixed cam-shake, quality settings, strobe/animation/flashback flicker, feats reloading on settings, settings resolution scale bar, streetlight flicker.

Art

  • New: Word-cubes used for puzzles and others, Wide cabinet, toilet, mirror, bathtub, curtain, bar, Room02, Living00, street light.
  • New: Sounds for ambiences, noises, and rain. New Music!

Chapter 2

  • New: New music! It’s pretty cool and quite different!!
  • New: new character. exchanged them.
  • New: New puzzle.
  • パラメーター adjustments.

Chapter 0 and 1

  • New: Added some new objects. New puzzle.
  • Improved some interactions. Re exported some assets.

---- Subsystems and plugins

Flashbacks

  • New: AnimSpeed is configurable in config file.
  • Optimization: Fixed issues with de/activating unnecessarily.
  • LD: Added debug feature flag.
  • LD: Fixed setting the correct end value when adding values (as opposed to just setting one).

Dialogs

  • New: Added GetIsShowing, Get.

Story

  • New: Exposing step flags to be editable in the World Outliner.
  • New/LD: Added option to finish after dialogs.
  • Fixes and cleanups. Added logs.
  • Prevented sequences from having recursive dialogs.
  • Greatly improved the flow. Specially with child classes.
  • LD: Fix end step fading in and fading music.

Inventory / Flags

  • New: Added Flags::Instance

Interactions

  • New/LD: Added dialogs for items usage.
  • Re-parent sfx to the base mesh.
  • Improved anim logs, stop callable in editor, trigger begin on reset.
  • Added stub OnTrigger and OnTriggerLocked delegates. Ensure it has no issues with child classes.
  • Fix animator fade using invalid material.
  • Optimization: and fix ticking while deactivated.

Sound

  • New:
    • CSounder: function to set a float param safely.
    • Fade music on level and hold.
    • LD: Added feature flags for music, noise, and environ.
    • LD: Cross-fade music with environ.
    • LD: Handling feature flags for Environ, Music, Noises.
  • MusicManager Fade and SetIntensity are overrideable.
  • LD: Fix music intensity on restart. Environ start.

Utils

  • Optimized QuickMesh WPO evaluation.
  • Moved a couple of functions to utils.
  • Fixed fade material on low quality.

Significance

  • New: (Optionally) Handle occlusion.
  • New: Flag to use concurrent/sequential calculation.
  • New: Debug flag.
  • Fixed issue breaking animations.
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Devlog 16

New build is available!
New chapter is available!

This is the 1st pass of the 4rd chapter (#03). It’s quite stub.

Try it at : LifeDev by Nande!
Wishlist at: LifeDev on Steam

Sprint log:

Explanation and demo

------ 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.
  • パラメーター 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

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

------ 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 bare-bones 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.
  • パラメーター 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

This is some work after 0.4.0 . Life got busy and stuff happened. And it made sense to publish a new DevLog with the bits and pieces i’ve collected. Before starting the new sprint.
There were tons of things going on outside this project. Which made it really hard to make progress (if any progress at all).
Anyway, i tried my best, and decided to at least push to keep momentum. That proved to be hard and even impossible at times.
But i’ve managed to do a bunch of … stuff, which led to a lot of interesting improvements and additions.
So, i’m making this devlog to start the build with from a more stable point.
And also because a lot of time has passed and i feel it’d be nice if i give an update.
The build published won’t have any new content, but it will have all these improvements.

------ Sprint log:

Explanation and demo

------ Game

Important note:
:slight_smile:

General

  • New:
    • PORTED TO 5.4!! :party:
      • This was less work than expected. But still required an effort.
    • Intro logo.
  • Tweaks:
    • Rework character collider size.
    • A lot of rework and refactors.
    • Improved the docs all over the place.
    • Constness, TObjectPtr, likely.
  • Fixes:
    • Settings confirmation dialog.
    • Various fixes on stuff that wasn’t working.
  • パラメーター adjustments.

Settings

  • Reworked the whole settings ui:
    • Ton of work.
    • Ported a bunch of things to cpp.
    • Created base widgets for features and feature groups.
  • Improved graphics settings.
  • Added AntiAlias, Dynamic Resolution, Frame rate, something else?
  • Added confirmation dialog on game load, and slot erase.
  • Audio audio volume preview.
  • Audio filter on pause.
  • Bunch of new feature toggles. (Ghost pool, flashback post process, speed post process, fov).
  • Fixed scroll on qualities.
  • Fixed control sensitivity to only apply on apply.
  • Improved screen resolution scale.
  • Fixed/improved loading and applying.

Art

  • New: Match box.
  • Optimized a couple of assets. Re-exported a bunch.
  • Fixed some outside meshes.
  • Removed unnecessary collisions.
  • Updated text colors.
  • More houses on the outside. Light blockers. And spaced lights.
  • Added speed post process.
  • Animation for the text.

Chapter 0, 1, 2, 3, and 4

  • CH04:
    • Fix char particles
    • Fixed pencil material
  • CH03: Fix lights
    • Added tape03, and batteries. Changed level flow.
    • Improved datalayer.

------- Subsystems and plugins

Flashbacks

  • LifeDev:
    • Animate camera FOV with Flashback.
    • Fixed lights state after fb.
    • Added ghost pool. And feature flag.
  • Added OnTo and OnEnd delegates.
  • LerpStable.

Dialogs

  • LifeDev:
    • Made text color white.
    • Added new dialog material.
      • With performance switch based on quality settings.
    • Fixed animation.

Story

Inventory / Flags

  • LifeDev:
    • Dialog shown count at end of game.
    • Time count at game end.
    • Added foxy flag.
    • Actually removing post processes on features.
    • Improvements on handling feature flags.

Interactions

  • LifeDev:
    • Fixed double enabling.
    • Improvements on fade.
    • Fixed lights starting “off”.
    • Added item use result. Added Error.
  • Made Interactions replicated. !!!
  • CAnimator:
    • Animation and subsystems using lerpStable.
    • Added CAnimatorData to animate primitive data. with HSV.
    • Added CAnimatorMPC. with HSV.
    • Added ::Flip ::Mirror ::PlayMirror ::UseLog.
    • AnimMat: Fixed removing duplicated animations. Added removing for data anims.
  • CAnimatorPID:
    • Improved workflow. Added OnGetVal. Improved docs.
  • Randomizer: Added ::AnimValue ::AnimRandReverse ::AnimMirror.
  • Not grabbable by default.

Sound

  • LifeFev:
    • Base widget for sound slider.

Utils

  • Added JNetUtils.
  • Materials:
    • OKLab Palette Material function
    • Palette with HSV
    • Added: Checker, Alternate, DitherQuant.
    • Added Kawase functions.
  • Pool:
    • Fixed unlikely crash using console commands
  • UI:
    • MsgBox:
      • Fixed MsgBox multiple accept.
      • Reworked style.
  • OctTree:
    • NEW: Oct tree class that handles lots of actors. Works in tandem with the pool.
    • ::Rebuild, ::Update, ::Add, ::Iterate, ::HasLoops, ::Contains, ::Overlaps and many more!
  • QuickMesh: Disable worldpositionoffsetwritesvelocity by default.

Significance

JSceneView

  • Added stub plugin for sceneview.

try it on itch-io Devlog 18 - 0.4.1.0 - Life happens - LifeDev by Nande!

wishlist on steam LifeDev on Steam

support on patreon https://www.patreon.com/posts/lifedev-devlog-0-114229596?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link

This is the 2nd pass of the chapter 03. It does not contain a lot of new content, but it does contain a good amount. Also, it contains a lot of improvement all around, including stability and performance. This was the 1st sprint after my forced pause, it was very challenging, but i’ve managed to keep progressing. So, here it is. Enjoy!

------ Sprint log:

Explanation and demo

------ Game

Important note:
If the game has problems, make sure to delete old config files.

General

New:
Tweaks:

  • Improved the docs all over the place.

  • Constness, TObjectPtr, Branch prediction hints (Un/Likely), cleanups.

  • Improved initialization and load flow.

  • Tweaked the interaction distance.
    Fixes:

  • Fixed the music not loading correctly.

  • Fixed Ghost pool being active during intro.

  • Fixed a few collisions (cabinet, wardrobe, shelf).

  • Fixed some foxification initialization.

  • no パラメーター adjustments.

Settings

NEW:

  • Added new default features (Nanite, ghostpool, speed, megalights (not yet working ;))

  • Added new speed post process.

  • Enable LifeDev.ini to be overrideable by the player.

  • Fixed loading the settings during the intro stage.

    • Fixes move sensitivity start at 0 on a rare case.

Art

NEW:

  • Pictures. Not yet in the level: matchbox, knife and fork.

  • Re-exported a bunch of assets for improved performance/space and visuals. (wardrobe, fluorescent, wordcubes, clouts, piano, key, tap)

    • Finally deleted a few deprecated materials.

Chapter 0, 1, 2, 3, and 4

CH04:

  • Tweaks to some interacts.
  • Fixed the matchbox. Added sounds.

CH03:

  • New: New music!
  • Added interacts (picture puzzle, picture, heater, socks, books…)
  • Improved dialogs.

------- Subsystems and plugins

Flashbacks

Dialogs

LifeDev:

  • Improved UI working. Moved some stuff to cpp.

Story

LifeDev:

  • Added functionality to activate and deactivate (separately) interactions on each step.
  • Fix step destroying asset during fadeout.
  • Added ability to query the current chapter.
    Plugin:
  • Fixed logs for dialogs not found.

Inventory / Flags

Plugin:

  • Fixed “hot” items not changing on the ui.

Interactions

LifeDev:

  • Improved collision settings.
  • Interact managing Hidden on fade.
  • Fix fade hidden when not using fade.
    Plugin:
  • Improved default auto activation flow. Added some logs to detect incorrect setup.
  • Puzzle: Improved auto activation.
  • Simplified code.
  • Better support for 0 seconds duration animation.

Sound

LifeDev:

  • NEW: Added a bunch of new sounds.
  • Adjusted a bunch of (loudness) volumes.
  • Fixed an issue with ambience sound volumes.
  • Fixed issue where environ would not fade-in after disabling the music feat., when the fb is >0.
  • Fixed attenuation on the environment.
  • Improved attenuation occlusion.

Utils

NEW:

  • Added ability to use lambdas on DelegateWrapper.

  • Added array shuffle.

  • Added static array length.

  • Added Plot4 material function.

  • JUtilsSys, JUtilsNet.

  • Improved ease of usage for CodeCurve.

  • Added new default to CQuickMesh to improve performance.

Significance

  • Improved header usage.
  • OnChange also notifies the old value.

Play it on itch.io LifeDev by Nande!
Wishlist on steam LifeDev on Steam
Support on patreon Jerónimo Barraco-Mármol | Creating a game to overcome CPTSD and self-improve | Patreon