Kevin B - Project Devlog - 11/23 and 11/30
the Gray » Devlog
- Time spent overall since last update: 8 hours and 40 minutes
Time spent from 11/17 to 11/23: 6 hours and 35 minutes
11/17 - 1 hour and 55 minutes
- 1 hour and 55 minutes - Worked on detecting the times a character has been spoken to. The implementation feels a bit rough, but it does the job. It finds the blueprint class it’s attached to, it increments a variable on it and it resets when called on.
Testing tree
11/18 - 1 hour and 15 minutes
- Duplicated the tasks and decorators to make one for each available character. For each duplicated blueprint, every For Each Loop and reference to TimesTalked needed to be scrubbed and replaced due to them keeping their reference to Gluttony when copied.
11/22 - 3 hours and 25 minutes
- 1 hour and 5 minutes - Created blueprints for relocating actors with a transition. This was split into a camera fade out mixed with the teleport blueprint and a separate task to fade back in.
- 2 hours and 20 minutes - Began work on spirit trails. I didn’t know how to use the existing blueprints, so a fair bit of time was spent learning how to edit the splines. I also began a blueprint allowing for the player to call for a hint, since I felt it would be less obtrusive than having hints be location based and play automatically.
Time spent from 11/24 to 11/30: 2 hours and 5 minutes
I was busy with family obligations over Thanksgiving break (11/23 - 11/25), so not much work got done in this period.
11/29 - 1 hour and 15 minutes
- 50 minutes - Adjusted splines to better suit the new level layout. I tried to hide where the spirit orb comes from and goes to so I won’t have to worry about transitioning it in and out as much. The goal was to make the lines reversible to keep from having to make a separate line for coming and going from a destination.
- 10 minutes - Added reference points to ping to find the player's relative position on the map. There may be a better way to do this, but this is what I thought of first.
- 15 minutes - Fixed an error when uploading to the SVN. My GPU crashed mid-upload, so my SVN folder needed to be cleaned before I could upload again.
11/30 - 55 minutes
- Worked on proximity check to find the nearest reference point, then print its name for testing purposes. The code for this part was fairly straightforward, but the spline check will need to be adjusted to use the closest relevant path to the player instead of the closest path to the reference point.
Get the Gray
the Gray
Status | Released |
Authors | daeja_vuu, TerraMarie, tweber14 |
Genre | Puzzle |
Tags | Abstract, Atmospheric, Casual, Mental Health, Narrative, Singleplayer, Surreal, Unreal Engine, Walking simulator, weird |
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