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.
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.
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:
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.
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.