Kevin B - Project Devlog - 12/7


Time spent this week - 8 hours and 35 minutes

12/1 - 10 minutes

I spent about 3 hours trying to fix GPU errors on my laptop with minimal success. I got nothing meaningful done today for either project I wanted to work on.

  • Found lighting issues in the house in the kitchen, stairway and basement.

12/2 - 3 hour and 50 minutes

  • Set animation change tasks for characters that have them. Selfishness and Arrogance have to change models, so a more creative approach is necessary.

12/4 - 1 hour and 35 minutes

  • 5 minutes - Added fade to gray when changing models for Arrogance and Selfishness. I forgot to add it before, so it’s there now.
  • 30 minutes - Found items causing a green screen bug.
  • 1 hour - Continued work on the hint system. 
    • Created a behavior task to set the Who’sNext variable for the hint system to guide towards. 
    • Set up a system to decide whether to spawn an orb that travels backwards or forwards depending on the given character being hinted towards. I can assume there’s a cleaner way to do this, but this is what I thought to do. The system starts by checking who the next hint target is (in retrospect, this could have been simplified somewhat since multiple characters are in the same general location), then finds the nearest spline’s name and tries to match it. Comments were added to help with clarity.

Code to decide which direction the orb goes on a given spline

12/5 - ~3 hours

  • ~5 minutes -Made a task to change models for Envy. I forgot to add this before, but it's the same task layout as Arrogance.
  • ~2 hours and 55 minutes - Made more changes to the hint system. The nearest actor system consistently made poor spline choices. Changing to the shortest vector made it so it always picked the same line without checking the others. I ended up falling back on the PingPoint system I made at the beginning.

The bad Vector code

The system to find an appropriate spline based on the ping point

Get the Gray

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