Redesigned Level 1


  • Implement highlight shader
  • Create new level 1 scene
  • Make edits to future toggling to make branching timelines easier
  • Added highlights to everything in the future scene and interactables.
  • Refactored existing shader.
  • Renamed, repositioned and reorganized existing assets.
  • Implement anti-aliasing and deferred render mode.
  • Reorganize layers for multi-camera rendering.
  • Added a second camera for rendering FPS arms on top.
  • Added a third camera for drawing materials without post process effects.
  • Implemented friction and acceleration for smoothly transitioning in and out of movement.
  • Implemented delta time for movement calculations.
  • Changed player collider from box to capsule.
  • Implemented FOV change on future vision toggle
  • Implement camera bobbing and breathing
  • Migrated existing materials to new materials and shaders.
  • Implement shader for transitioning between two colors and transparency.
  • Implement dissolving transition between timelines on future vision toggle
  • Implemented proper ground check.
  • Jump is now more realistic (can no longer "fly" across the air).
  • Implement public physics properties for sprinting use.
  • Created particle effects for fire, smoke, money
  • Created custom skybox
  • Created Soundwave particle  effects
  • Removed right arm, now items picked up float in front of you
  • Fixed bugs from demo (arms going under the ground, items you pick up colliding with you, items behind walls no longer get detected)
  • Fixed bugs introduced with new level1 scene (outline size, item scale changing, items falling through floor)
  • Added sprint mechanic

This week we redesigned the whole of level1. We remade the scene and puzzles, finally imported some new assets, fixed known bugs that we had, and added some polish to current mechanics.

We’re going to continue refining level1 and fixing it up. It’s in a working state at the moment but there’s still quite a bit to polish up before it’s at a state we’re happy with. So that’s our focus for what’s next, we want the first level to look and feel great, preferably by Friday, where we’ll have our first proper playtest session.

During the last week we did learn that our game had an ‘indentity crises’. It was bordering the line between a puzzle game and story game, but didn’t really do either well, so far. The team had a long session together where we discussed what direction we actually wanted to take the game in. That lead to a complete redesign of level1 (appearance and in design), and a complete redesign of how any possible future levels would work.

Files

Game Design Document 2 MB
Oct 12, 2022

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