Hello everyone, it's been a while. There are quite a few things I'd like to talk about in this Devlog. Let's get on with it.
The Missing July Devlog, Why and How
Well technically, there was a July Devlog, but it was quickly deleted.
It basically explained the following:
Last month, as I had a lot of work done mostly regarding Multiplayer, I made a stupid mistake and lost everything made after June. I had also lost my backups due to poor organization on my part. So I had nothing else to talk about.
Needless to say, that didn't deserve a Devlog of its own, so I deleted it. Now you know why.
So, throughout this month, I've been catching up with the lost progress, but I have been mostly polishing things that were left unfinished at the time. So while I haven't restored everything yet, there is technically much more than before.
Upcoming Video Devlog
I've been wanting to do this for a while now, and I believe this is the only way for me to make up for my mistake. A Video Devlog showcasing most of what's been done is planned, and will hopefully be out sometimes next month. I'd rather not put a deadline on that one, I want to do it well.
Multiplayer - Survivor Completed
The survivor for Multiplayer is completed. It features a complete animation kit and all mechanics have been properly implemented for the multiplayer environment. It was probably one of the hardest tasks of making Multiplayer become real, but I'm glad I was able to pull it off. Prior to the loss of work, the Survivor was in a barely working state, so I took the opportunity to complete it entirely. Some of it has been ported back to Singleplayer because I can just do that.
Footsteps have been fixed and have new Sounds
In the currently available Demo, the footsteps are so scuffed they don't even play when you're strafing. I fixed it in Multiplayer and ported the changes to Singleplayer. We also got new footstep sounds which are way better.
A New, Proper Pause Menu
You can kiss goodbye to the old pause menu and say hello to a better, feature complete one.
Although it's still a work in progress, I'm already very happy with the way it is at the moment. This new Pause Menu includes a feature complete Options Menu where you can:
Change Video and Graphical Settings
Change Audio Settings
Change key Bindings and Mouse Sensitivity
Right now only and Key Binding and Mouse Sensitivity actually work, but the rest will be done quickly.
There was a limitation I had to find my way around which I can't explain here, but it will be shown in the Video Devlog, and then you'll understand.
New Door System
In the current Demo, the entire door and power systems are part of the level's logic. That's obviously inconvenient and needed to be rewritten.
So we made them into independent actors that can bond to each other. Let me explain.
This bonding system allows for unique scenarios of multiple buttons controlling a single door and vice versa. On top of that, it's fully compatible with Multiplayer.
But that wasn't enough. I created a "Power Module" that can hook itself onto the Security doors and will drain power as more doors are closed. We can basically have power with a simple drag and drop, and we also have a lot of control over it.
The Power percentage is now a 2D texture that can be projected on anything we want. It'll make the screens look more convincing.
TSEG has also been working on regular doors. Again, their logic in the Demo is part of the level. So it's being converted into its own thing. Furthermore, it's being made compatible with the Inventory so that it can look for a specific item in order to unlock. Multiplayer compatibility is not part of our scope for these. yet.
Probably more things that I forgot were done
I don't have a good memory. But we did things alright.
Release date blah blah blah
Nothing changed about that part. Late 2021 is still in our scope, though the huge loss of time is affecting our goal.
Thank you for being here, and I hope you're looking forward to the Video Devlog! Be well!










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