[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