Samstag, 24. Februar 2024

A Mirror Is Turning


 A mirror is turning. 

It speaks to me. Scenes of my life are flashing in front of me.

"You did it because you enjoy control", a voice says.

A different voice interjects: "No you wanted to help"

"Did you really?", the first voice responds.

"At least you are not responsible", another one says.

And a final thought rests in itself:

"You'll always be responsible"


A mirror is turning. 

"This needs to be looked at."

"No it doesn't", I reply.

The mirror turns into a large dark figure.

Its fingers are pale and frozen.

It places its hand on my forehead, like a doctor checking for a fever.

"He's the worst I could possibly manifest", I think.


A mirror is turning.

It speaks to me. My thoughts turn into a melody.

No, it's a bass line.

No, it's an arpeggiated harmony.

No, it's a heartbeat.

"Who are you advocating for?" ... his voice cuts into me.

"For myself", I reply.

But he's not interested in atonement.

He only cares about the truth.

His hands are gripping my head; I feel the cold of his fingers on my neck.


A mirror is turning.

It shatters. Its pieces form new segments.

Faces looking back at me: Some proud, some ugly, some beautiful.

One of them is his. A dark silhouette without any features.

Impartial. Merciless. Intriguing.

"Who are you advocating for?"

"I don't know", I reply.

He seems pleased.

His fingers cut into my carotid artery.

They slowly detach my head.


A head is turning.

His eyes pierce into the base of my skull.

"This needs to be looked at", he says.

I squeeze my eyes shut and turn away.

A dark silhouette without any features.

"If you had the chance to do it all again, what would you do differently?"

I pause.

"Nothing", I reply.

The words reverberate throughout his halls.

Warmth returns to my body.

He nods.


A mirror is turning.

I shatter it.

It's shards are spread out across the floor.








Freitag, 9. Februar 2024

Progress Update 0.7.0

After 0.6.9 went into testing we found a ton of (non-game-breaking) bugs. But even though they're not necessarily game-breaking, they're still influencing gameplay experience and overall enjoyment. Over the last week I've fixed almost half of them, but there's still a big chunk to come.

This is an excerpt from my devlog, listing all the bugs that have already been fixed since the end of January:


DONE:

X - Extending and flying treeroots across all segments

X -> Fix Section 01

X -> Fix Section 02

X -> Fix Section 03

X -> Fix Section 05

X -> Fix Section 06

X -> Fix Section 07

X -> Fix Section 09

X -> Fix Section 10

X -> Fix Section 11


X - Queen needs a new model

X - Implement wing animation into the dance choreography

(wings are open bool / attack01 / attack02 a.s.o)


X - Queen Choreography

X 1.) during the first drop they should expand their wings

X 2.) when the music sets in again they should close their wings

X 3.) then reliably alternate between opening and closing based on spread out


X 4.) Lighting is a bit weird, wings are too metallic, shadow aura of queen is barely visible


X - Turn off the lights when they start rotating


X - Weather FX NEED to be DISABLED DURING QUEEN FIGHT!!!!


X - The first queen needs to open her wings right away at split


X - The start moving before the lights go dark (they go dark too late)


X - Seethrough rock at the entrance to the dancehall


X - IMPORTANT: The Queen needs a DARKER SOUNDTRACK


X - Section 03 reapply algae, there's floating models above surface 


X - Section 03 Huge willow models LOD are fucked!!!!


X - Dancehall frame and elements have bad lighting maps and shadow disabled


X - Collision for the dance hall should be a frustum

X - Queen Soundtrack needs to be LOUDER


X - Important: The feathers are square if you use general black material, instead edit the feather textures and brightness


X -IMPORTANT:  Animation transition for Wings between opening / flying /closing needs to be waay smoother with waaay more time, edit in AnimBP


X - Queen should PARALYZE the player for 1 minute when she appears!!!


X - Lighting is a bit excessive right now and the queen's darkness aura barely appears. All BORDER lights - 50% and see what happens


X - Section 03 -> Heather hideout HouseShort01 Cageskull looking at generator

X - Section 03 Queen's dancehall grass and foliage overlap and hollow rocks (when seen from below)

X - Section 03 Queen's red lights attenuation is SO LOW that the queens look like a black blob

X - Section 03 Queen's intro is very long, make it more interesting or add elements of difficulty in the beginning or visual elements


X - Apparently there are NO destroyed generators in the world!!!!

X - Streetlights that set the triangle should have a different color

X - Lampposts "click" when they go out at night, creates false impression

X - Treewatcher has some fucked up weird rock attached to its base model

X - add 1x tinder to the hideout island in section 09

X - Tutorial: Foliage to the environment outside the house

X - Size of vinegar bottle and gas canister are insane compared to the other items

X - oxhead and horseface should be larger and more prominent (including the scale)

X - Chapel Section 06 where is the vinegar rack? and the fireplace?

X - Tutorial Text should last longer

X - Lower the price for the maps

X - South of Yama's Palace she observed a landscape segment appearing late (Shadow occlusion -> BOOM)probably related to wrongly attributed landscape segment and sublevel

X - Railing to Yama's Palace doesn't go to the top (was unaesthetic)

X - Railing to Yama's Palace has a ROCK inside it

X - Slightly Increase Rewardchest Loading Range (10%)

X - Difficulty scaling is too easy at the beginning her setup was (EDF 1,0,1)

X -> Set Difficulty scaling in a way so that the beginning segment will always be at 0.5 minimum and the other two shuffle moments are more open to decreasing difficulty to 0

______________________________________________


X - Implement checks for the external difficulty factor based on successful nights to slowly increase difficulty over time



X - Player was caught by a brawler AFTER she left the cathedral, AT DAYTIME was back in the village and turned off her lighter. Her lighter was ON throughout the entire excursion. Doublecheck brawler safety behavior.


X - Consider adding a delay for playerdetection when shadows spawn, so players can SEE the shadow spawning beforehand through their compass and take preventive measures. Otherwise they are IMMEDIATELY DANGEROUS.

______________________________________________________


X - Reward Chest Souls need a message when leaving the chest: "Thank you for staying with me" .... "Thank you for not abandoning me..."

X - New Watchers with candle look weird and fucked up - replace both models (dummy and BP)

X - Roots for waterplants?

X - There's a timedelay for firewood to adjust its exterior on the pile. Remove that delay

X - Watcher tree is shaking like crazy with the wind while the rest is still????

X - If you DO use the small huts directly, then at least give them a shadow

X (Interesting: No FPS drop if Queen is not spawned)

X (Interesting: FPS drops right after Queen spawned in a different session!!!!) 

X -> Reason: Collision was enabled on Raven Mesh


X - Loading a game is broken (both start and pause menu)

X -> the bug happens before the game instance is triggered (black screen)

X -> the bug is likely related to the current mapsection being different than the one that should be loaded

X Reason: GameInstance Was Removed From Project Settings by UE4


---


X - IMPORTANT: You need a debug feature (like in subnautica) that teleports users back to Yama in an instant to debug themselves from rocks and other shit

X - Adjust Knight piece location on Portrait


X- Section 10: More plants at zone transition from 07 to 10

X - Section 03: Rocks and cave shit at zone transition to indicate the next section


X - Section 06: Attempting to climb the ladder for the treehouse, doesn't work and instead after each fadeout you stay on the ground

X - Section 06: More shadow is needed in the dead areas

X - Section 06: Ground overhaul


X - LOD of willows is fucked up ... check both large and small versions and check branches


X - Very weird behavior when picking up lighter underwater ... X numbers disappear, or the minute indicator doesn't show ... X especially when picking up a lighter for the first time


X - More and new underwater plants for variety

X - Add collision for all underwater plants


X - Floating Bridges in Section 10


X - Going from Section 09 to Section 10 lands you under the map

X - IMPORTANT: Going from Section 07 to Section 10 lands you in a X fucking rock

X - There's a floating hut in Section 07 on the bottom close to the road (South)

X - There's a floating hut in Section 03 close to the Vritti path (North East of the path)

X - Demo needs slightly more shadows for light break


X - weird lighter behavior when its run out and you pick up a fresh one from a chest underwater


X - add tips for the location and appearance of the white key to the soul dialogue


X - Yama's map needs pawn functionality and a white king, players X need ability to purchase map segments, that then appear when X pressing "m"


LW 0.6.9c Feedback



Overall:

X - Complete FPS collapse related to the new water plants

X - Special textprompt during 6:00 - 7:00 am to explain why players can't save

(Be Patient)

X - Remove Access to the placeholder to the knight bridge, make knights accessible by default at beginplay


X - Difficulty Scaling



Store:

X - Map Store Item needs larger visibility volume


Section 05

X - Rook Landscape Well needs larger visibility volume

X - Mausoleum needs even larger visibility volume (+100)

X - Hut intersecting with fence in Section 05 rook maze (x -255052 Y -62566 z 1266

X - It's also intersecting with a gravestone

X - More trees are required at Section 05 to Section 10 zone transition on 05 side


Section 10

X - At zone transition to Section 05 a couple of large corks are needed at zone transition


X - Reward Chest is fucked up, so fucked up that it causes crashes, repeating items that the player already has and other issues. Consider a complete overhaul and trace each line of code to it's execution, also rebuild each map section after you fixed the reward chest, and save and re-compile each hideout after you fixed the reward chest


X - FPS is still fucked up because:

X -> Reeds are IN DEED more expensive than thought

X -> Waterplants decrease FPS due to multitude of models and materials


X - Digspot has "Wood physical material" and Wood walking SFX