------ Announcements
Sprint
4rd sprint, of the 3rd cycle. Chapter 03/Pass 02.
Less challenging than previous sprint, still quite difficult.
Play-tests are always welcome open. If you want to help me with your feedback, please contact me :)
Explanation and showcase
------ Game
General
This build contains HUGE amounts of refactoring.
NEW
Improve:
- General cleanups, optimizations, small fixes, and documentation everywhere.
-
- Added
AdaptiveAddToWorld
. Also “Skip generate overlaps” on stream. Reduces hitches on load.
- Added
-
- Shadows on floors.
- Moved a ton of things from hard ref to soft references.
Known issues:
- Screen might flash when loading the next chapter. It’s a UE thing.
Settings
NEW:
- Added option to set the default RHI. Experimental. Requires a restart. If it breaks, delete your config files (but not your savefiles).
Improve:
- Moved a ton of code to cpp.
Art
NEW:
- Added outro animation!
- Started using style assets for ui elements. Most noticeable on the settings.
-
- Unified and improved the style of some elements.
Improve:
- Moved everything possible to “Packed Actors Level Instances”. Improves performance a bit. (A ton of work involved).
- Improved “ppl” materials.
- Optimized some material’s permutation count.
- Still working on the hall01.
Chapters
All:
- Implemented more card effects. (I think “what works” doesn’t have anything to work with, but the logic is there).
-
- Redesigned and reorganized their effects a bit.
- Improved the hints all around. Added more hints, and tweaked how and when they get enabled.
- Improved doors quite a bit. Optimized windows too.
CH00:
CH01:
CH02:
CH03:
CH04:
------- Subsystems and plugins
All
Public repos for the plugins are updated on a later date, according to (my) availability.
Flashbacks
New:
- New clouds effect.
- FX on the effects.
Dialogs
LifeDev:
Plugin:
Interactions (and animations)
LifeDev:
- A lot of rework with
SetHiddenInGame
andFade
. -
- It works well during construction. It helps a lot with Puzzles too. And allowed to move
ActorsShow/Hide
to the Story Plugin.
- It works well during construction. It helps a lot with Puzzles too. And allowed to move
Puzzle:
- Rework how hints work, using the new
SetUseHint
virtual. - Improved properties initialization. Now more reliable.
Plugin:
- A ton of work relative to
SetHiddenInGame
. -
- Some rework to use
SetAutoActivate
on constructors.
- Some rework to use
- Removed the spot. Moved functionality to regular
Interacts
. This required extra work in the game itself. - Rework item use.
UseHint
is now a functionSetUseHint
, and virtual.- Improved collisions and auto-activate.
- Refactor
CInteractor
so that the collision profile is local to the component (as opposed to the same for all interactors). -
- Allows for having multiple
CInteractors
doing different work.
- Allows for having multiple
- Added
CAnimatorSFX
. Animates submixes effects. - Added field for comments on interactions.
Inventory / Flags / Teach
LifeDev:
- Animations on the inventory!
-
- Took a ton of work, since i had to rework the whole implementation.
Teach (NUX):
- Rework the style a bit.
Plugin:
JSignificance
JUtils
New:
- Added a couple of helpers to use style assets on ui elements.
- Added experimental ability to get/set the preferred RHI.
- Added ability to get hardware info.
- Added ability to get number of remaining precompiles. (For PSOs)
- Added
AddOutlinerSection
. -
- Added sections for
Story
,Interact
, and maybe others.
- Added sections for
- Added
IsInConstructor
andNeedsInit
.
Improves:
- Added
ShouldCreate
toLoadScr
. - Reworked how some UI elements expose some initial properties.
Sounds
LifeDev:
- Reworked the menu fx on music.
- Added phone ring, hanger squeaks.
Plugin:
Story
LifeDev:
- Reworked the code for managing the end of the game.
-
- Updated StepEnd to unload all data layers.
- Moved to the StoryManager, the code to manage chapters loading, starting, next, etc.
- Removed
RewardIntersTriggerClass
,RewardIntesActiveClass
. - Created a new class for the books. Starting porting some objects to it. WIP.
- Ported a ton of dialogs to “auto dialogs”. So that i can remove some declarative dialogs (old system).
-
- Was a considerable amount of work.
-
- Removed
LockedDlg
,TriggerDlg
,DlgId
from step.
- Removed
- Added “auto flags” for step’s start/stop.
- Removed
InterFadeIn/Out
in favor for newActorsShow/Hide
.
Plugin:
- Added field for comments on steps.
- Removed unused
TeleportCharAfter
. ReworkedTeleportChar
. - Removed unnecessary
FinishPostWait
. - Added/improved blocking load of assets, during step change, when it’s set to block on load.
-
- Including pso generation.
-
- Added garbage collection during step fade.
- Rework showing and hiding actors.
-
- Moved
ActorsShow/Hide
to the base plugin. Now they work better.
- Moved
-
- New
SetHiddenInGame
refactor ensures that interacts fade in/out. And that puzzles also work well.
- New
-
- Removed hiding actors on
Begin Play
.
- Removed hiding actors on
Story
now depends onJUtils
. It was something i was delaying, but it actually cleans the code.
------ Links
Play on Steam LifeDev on Steam
Forums [SoloDev] "LifeDev" My game about overcoming CPTSD
Twitter: https://twitter.com/jerobarraco
Mastodon: Jeronimo Barraco-Marmol (@jerobarraco@mastodon.gamedev.place) - Gamedev Mastodon
Support on patreon (“one time” also available) Jerónimo Barraco-Mármol | Creating a game to overcome CPTSD and self-improve | Patreon
Support on liberapay https://liberapay.com/nande
Support on Ko-fi https://ko-fi.com/jerobarraco