Game
Forgotten
12 years ago

Rejoice! Build 7 is up!


I worked on this over the weekend, and faced a lot of complications that I didn’t expect, -but it’s finally done! I’m happy to see this game making so much progress in such a short amount of time, and it’s really exciting to think where I’ll be in a few months from now.

Version 7 ——————————————————————————————————-

NOTE: This version marks my first attempt at using Unity’s Mecanim system and sopme freely distributed mocap files to give a generic male torso and legs some animation.
As of right now, the animations are not all properly blended or configured, and you will notice a lot of oddities. Do not bother reporting any of these to me, becasue I am
already in the process of fixing them. The process is just very time consuming and may take a few builds for things to look right. Even more than that once I update the mesh being used.

GRAPHICS

		
			-You can now see your feet and torso when looking down. (Actual mesh far from complete, don't worry)  
-Tweaked camera FOV a bit.  
-Changed boards of wood to be broken.  
-Added some decoration to the bedroom.  
-Added lightswitches to all of the rooms (Wall outlets and power cables coming next)  
-Made the "guiding fog" effect more interesting and clear with the help of a flare.  
-There is now glass inside the living room windowframes.  
		
	

GAMEPLAY

		
			-There is now a fully working "lock and key" system. When you click on a key, it is added to your "keyring".       
-You can't yet view keys in your possession, but they do work. Right now, the key you need for the bedroom is a grey box.  
-Right-clicking on objects that ordinarily don't do anything now displays flavor text.  
-The first completaeable goal has been added. The door to the bedroom is locked, and must be unlocked with a key.   
		
	

AUDIO

		
			-Added the sound of the clock ticking, to make the the house feel more alive.  
-Updated the footstep sound with one that is clearer and more pronounced.   
		
	

UNDER THE HOOD STUFF

		
			-The script that managees interactivity with the world was cleaned up and optimised, as well as made more expandable for future purposes.   
-Peformed some slight optimization to the game by removing mesh tangents. As the game won't use normal mapping, those are not necessary to have.  
-Switched to a slightly more efficient shader that looks basically the same. (For specular objects)  
		
	

OTHER

		
			-Modified the README to be clearer on some stuff.   
-Includes another .text for credits. If you've contributed and would like to be mentioned there, please tell me!   
-And don't worr,y you will recieve a proper spot in the credits once the game progresses to that level. It's just not there yet!
		
	


0 comments

Loading...

Next up

2.5K views progress report.

Life and Misery coincide as if in perfect Harmony

This Satuday we invite to watch another #speedpainting of our artist Daniel Faiad.

How great is this scene of #Pecaminosa?

#ScreenShotSaturday | #IndieDev | #DigitalArt

We are under attack!

Been working lately on lots of 'behind-the-scenes' boring stuff that no one really cares about, so here’s a guy playing the sax for some reason.

#screenshotsaturday

Here's a peaceful little forest scene for this #screenshotsaturday, from the beginning of the game.

Successful landing

#screenshotsaturday

What you all think

In the quest for accessibility, I'm adding Resurrection Shrines for players on the 'novice' end of the platforming spectrum.

In order to unlock the power of a Shrine, you must collect 3 'Souls' from your dead corpses! (the floating blue orbs)

One of the most critical update for Sunblaze demo. Now you are able to pet a cat! Finally!