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April 2022 Development Logs

Development Logs

4/1/22 - 4/2/22
- Wrote the idea and progression for the Demo teaser
- Created a new major logo for the game
- Created one of the needed models for the teaser
- Redesigned the major logo
- Color corrected some of the logo
- Composed more of the new song used in the teaser
- Recorded the first clip of the teaser
- Did some optimization for the settings
- Restored the original system for change reversing settings as they were better equipped and still very fast

4/2/22 - 4/7/22
- Translated the new major logo into PSD as it was originally made in the game engine for teaser purposes
- Updated timing and transitions of events in the teaser
- Created a new shader for some projection tricks and simplified effects
- Created a workaround with projection to be direct to control
- Added further detail into some of the remaining OSTs
- Updated the style for in-game windows
- Changed the opacity of the pause menu, giving it a nicer overlay balance

4/8/22
- Received equipment for music production
- Finished the Pause Menu functionality, completing the major UI needed

4/9/22 - 4/18/22
- Began refactoring the trigger event to obtain better efficiency to allow better control over operations and execution time
- Rechecked the new system to confirm the efficiency
- Finished writing the remaining components for data saving and loading, completing one of the major internal components
- Finished creating the main components in the new event system
- Began translating the old triggers into the new ones
- Benchmarks proved new system is faster, marking an end to the old system's life cycle
- Updated the editor icons to allow easier navigation and organization of the components that make up the new event system, now called Virtual Events
- Did some further remastering on one of the soundtracks to make it louder and cleaner
- Updated the new trigger structure, making it into 2 components instead of 3, and only 1 is optional
- Finished converting all triggers needed to the new event system
- Resumed work on creating Cole's clothing, originally avoided due to other tasks needing completion and to avoid insanity
- Started texture mapping Cole's shirt
- Repaired the water shader
- Changed one of the menu options to Extras instead of Settings as settings are no longer a part of the Main Menu
- Finished texturing Cole's gloves
- Added in a new event category for variable events
- Added a new timing method to have events run after a new frame has been rendered
- Added in working warning windows for when settings are going to be reset, or have unsaved changes

4/18/22 - 4/25/22
- Created a new shader for some special effects
- Started a concept for more of Cole's outfits as some pieces are missing
- Created a draft for Cole's footwear, but scrapped it
- Changed Cole's footwear from sneakers to boots, to both avoid convolution and better fit the areas he'll be traversing, and also lore reasons
- Created the base mesh for Cole's boots
- Created the rough texture map for Cole's boots, but then lost it and had to start over… thanks a lot Blender -_-
- Created Cole's boot textures, marking the completion of his footwear
- Updated some of the deforms on Cole's rig
- Tweaked some weights on Cole's upper body to prevent unnatural bends
- Created the base mesh for Cole's pants
- Finished the rough texture map for Cole's pants
- Created and completed the weight paints for Cole's shoes
- Created and completed the weight paints for Cole's gloves
- Created and completed the weights for Cole's shirt
- Rewrote some progression in the game to have a nicer flow and experience
- Created and completed the weights for Cole's pants, marking the end of development needed on Cole's 3D model!

4/26/22 - 4/27/22
- Began updating some of the architecture in the controller
- Created a new editor for the controller to better handle changes and parameters
- Updated the physics system to have better control over ability restrictions
- Began work on planning out the Force mechanic in the Physics System

4/28/22
- Fundamental tests of the Force mechanic have been retouched, resulting in the weight mechanic needed for completion
- Added in an update to the weight component in the Physics System mechanic, now weight will have its needed negative effects
- Overflow of external weight has been added
- Stamina depletion from excessive weight has been added
- Weight mechanics functionally complete
- Falling will create force and will have more power based on weight overflow
- Force Level mechanic is functionally complete
- Created new UI to house the Force, Weight, and Stamina stats
- Added some nice color decoration and behaviors to each Physics stat

4/29/22 - 4/30/22
- Added real-time transitioning to only show the Physics Stats when needed
- Adjusted the coloring of the Force arrows to be a nicer gradient
- Began adding in the Push/Pull interactive mechanic
- Added in directional facing to keep Cole correctly oriented
- Added a new approach behavior to Cole, now he will turn and walk towards an object he can interact with
- Updated the Interactives to now be able to have multiple properties, instead of just one
- Updated the triggers in the game to now be able to use flags to execute multiple instructions, instead of stacked event layers
- Translated every trigger to the new flag system with ease
- Updated Cole's physical and interaction states to now use bit flags instead of booleans to affect multiple states
- Updated the interaction script to alter properties via adding or subtracting bits
- Added the ability to apply Force build up on objects, completing the Force Mechanic

Bug Fixes

- Fixed an issue with memory storing in file loading
- Fixed an issue where the settings would not revert changes, even if you reset to default
- Fixed a bug where the game would not apply settings changes if a new level was created
- Fixed a bug where screen settings would cause strange post processing results
- Fixed a bug where the in game setting would not load correctly
- Fixed an issue with the new trigger architecture that would prevent disable triggers to run any operations
- Fixed a bug where independent events would not run on enable
- Fixed an issue where variable blocks would not run in virtual events
- Fixed an issue where audio graphs would not adjust the volume level of the first point to keep volume consistency
- Fixed an issue with signal resetting, now triggers can correctly reset when needed for multiple use
- Fixed an issue during cleaning up some animation data in the engine
- Fixed a lighting issue with matrix textured materials
- Fixed a timing issue with animation event actions
- Fixed an issue with variable manipulation events that would case
- Fixed a bug where the Force arrows would take a while to deplete, even if the player stopped moving
- Fixed a bug where if Stamina ran out, Force would not reset to 0
- Fixed a bug where if your weight limit overflowed, Force would build up
- Fixed a bug where an interactive Push/Pull object would not track Cole's position correctly
- Fixed an issue with rotation calculations which would keep Cole facing either one or no directions correctly
- Fixed a bug where if the player interacted with a Push/Pull object, walking backwards would jitter to where it would be as if they were blocked
- Fixed a bug where if the player walked right up to a Push/Pull object, and interacted with it, the player wouldn't be able to move forward
- Fixed an issue where the interact prompts for Push/Pull object would stay active, despite the interaction already happening