For the past few months, there was a lot of technical work on the basic systems the game had to have, without which we couldn't have built off of the rest of the game
. There was also a lot of room mapping - and you will have a little sneak peek into some of it today
. So, let's get right into it!
Implemented a Dialogue System

That's right, most of the story is gonna be told through such dialogues. Right now we are just testing the triggers, but later I want to find (or maybe create) a cool font to replace the Unity's default one
. Also, as you can see, this is one of the new rooms - of course not a final version yet.

Using Unity's AI Navigation system (which is based on the A* algorithm), we have managed to finally bring the robot you saw a couple posts back to life! With NavMesh (which is this blue area on the floor) we were able to outline the "borders" of the entire map, creating a virtual environment for the agents (in our case this particular robot) to navigate around. This is one of those essential things we had to work on for this game without which the game just wouldn't work
.
We've worked on the audio aspect as well

Unfortunately, I can't insert videos into Game Jolt articles, but we have created an Audio Manager that is responsible for playing the right music for the specific triggers. We have also worked on our pause menu a little bit, creating the ability to adjust the volume of the music/sfx in the game
.
There were also a lot of more minor tweaks related to the Inventory System, animations and texturing. Our next goals are to finish mapping out the whole demo sequence, and start interconnecting the systems more and more
. We also need to work on the Cutscene Manager and fix some of the bugs we have encountered during the development.
I guess... that's it?
The stars are waiting, and so does your new friend
. I will try to post here more often, mixing long devlogs with short updates. Hope to see you soon!























1 comment