Preparing for the Alpha


Oct 26 - November 2 Devlog


What We Did:

The changes this week mainly consisted of minor gameplay tweaks in preparation for the alpha build. Examples include more visual and audio indicators, improvement of the item pickup mechanic, and a massive visual overhaul of the FPS model and animation.

- Implement sprint FPS animation

- Implement FPS rotational inertia

- Stop view bobbing when your velocity is at zero

- Added horizontal view bobbing when you are moving left/right

- Added view bobbing on FPS arms

- Added pullback on move start on FPS arms

- Fixed ground check by adjusting the ground check collider size, you can now jump properly on

chairs and tables.

- Added gizmo drawer for debugging ground check collider (see image below)

- Fix camera clipping behind walls

- Increased overall FOV

- Locked aspect ratio

- Imported FPS arms model and migrated over with working animations

- FPS arms camera no longer copies main camera FOV change on future vision transition

- Moved ruffians to a different table closer to the boombox.

- Make the boombox quieter from far away.

- Moved the old lady to the new table.

- Move patrons that were dining near the boombox to where the old lady was.

- Add the scary particle effect to the old lady in ruffian future.

- Smoke from smoker is exaggerated now

- Employee blocks player from going around to back

- There is a Ruffian in future by boombox

- Add volumetric lighting to spotlights.

- Add a music note particle effect to the boombox.

- Add an angry emotion particle effect to ruffians and smokers when they exit the restaurant.

- Add a TimedAudio component to boombox music to make it speed up when time is running out.

- Make the boombox disable its intractability (and lose its outline) after use.

- Now when we pick up items, it's physics based, so it'll follow you around and bump into stuff on the way (the main character has the force now!)

- All cups (except ruffian and old lady cups) can be picked up and thrown around

Moved question mark to on top

- Synchronize all aspects of future transition (audio, shaders, renderers, particle effects) to transition according to one unified timer in FutureSeer.

- Create an audio mixer asset for the future audio effects.

- Add a Marker component that can be put on any game object to spawn a marker there when activated.

- Move ruffians to a different table closer to the boombox.

- Make the boombox quieter from far away.

- Moved the old lady to a new table.

- Moved patrons that were dining near the boombox to where the old lady was.

- Add a scared particle effect to the old lady in the ruffian future.


What We are Going to Do:

The priority for the upcoming week is to convert duplicated asset models to prefabs, and to start adding in the model and animations from the art team. We also aim to improve the overall visual appearance by fixing the lighting. Finally, we will continue polishing the game, such as by fixing bugs, most of which relate to the physics and collision engine.


What We Learned:

We learned how to import and splice animations from the art team, and how to blend animation states together, and stage their behavior through input and movement scripts. In the process of improving the visual aesthetic of the scene, we also learned how to use the particle system to create different visual effects and integrate them into the environment, how to use post-processing, and VFX graphs. We also obtained a better understanding and usage of Unity physics to achieve specific game mechanics such as in the case of item pulling.

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