It's time for another update on how the development is going. We've, since the last update, added:
Objects that can be picked up and thrown, and if they are thrown with enough force, they break/explode. These are not using UE4's built in fracture mesh. They spawn gibs and particle meshes on impact, destroy themselves and of course, make noise, too.
We can't show you yet, but the monster can now react to noises. It's possible to distract him with throwing an object somewhere far, and if the monster is close enough to hear it (or it is loud enough), he will inspect the sound's location.
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The doors also got an upgrade. The door system itself changed, now every door uses a certain color, and the corresponding colored card opens the door. They also got this flashy sign on the buttons that shows if they are locked or not.
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We've added a note system to the game. Every in-game character has a Personal Assistant Device (P.A.D) that they use to take notes with. The P.A.D assigns these notes to the locations they were recorded at inside the ship. If you find someone's P.A.D, their notes will become visible and readable.
Like this poor fella's.
And this is how the note looks if you activate/deactivate the found P.A.D.
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We've added visible points to the spine of the monster, so he can be seen from farther away.
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One of the biggest features we've added is the fire detection system in the ship. If there is a fire, the sprinklers will activate (if the water system is active, of course), and put it out over time. The fire can also kill the player if he stays in it for long enough. Also, if the player stands under the sprinkler, he gets wet and the camera also gets an effect that makes it hard to see. It fades over time, but while he's wet, electric devices will be dangerous to him.
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The last thing is the way the day ends. After a set amount of time, time resets, and we've added an effect that sweeps through the ship, representing the time loop starting everything over.
Also, related to this, we've made a clock that shows the current time. This will be the clock that wakes the player every day, and he can also use it to determine how much time he has left of that day.
We're still working on the interface, there are a lot of placeholders and debug stuff there, please excuse the messiness.
We're still working on the interface, there are a lot of placeholders and debug stuff there, please excuse the messiness.
In other news, we're preparing for our Steam Greenlight campaign, and trying to find legal ways to release the game (we're in Hungary... it's not easy)
This is all for today, see you next time!
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