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Progress Post

6/13/2024

*Added a texture filtering option to posters and custom materials.

  • This will be on by defult.
  • Works with images/gifs/videos.


*Added the ability to play multiple videos at the same time

  • removed the click/stop sounds. since posters will be used for game scenery.
  • The video player bar will now show info about whatever poster you’re looking at.
  • video player GUI: added video title, and two timestamps at the bottom. one in normal 00:00:00 time, and the other in seconds. (useful for “OnVideoReachTime(second)” event)
  • the resume/pause button should work more consistently now.
  • Added events: PlayPosterVideo, PlayPosterVideo_EnableControls.
  • When in edit mode, the player will always be able to seek through videos.


*Added dialogue preview button.


Misc

  • Added ability to switch positioning modes when holding an object. by pressing shift. (Rotation/Offset)
  • When the player is in fly mode, and they restart the level. OnLevelStart events wont trigger until they come out of fly mode.
    • I made it this way instead of pausing the entire level because i often found myself debugging events while in fly mode. (plus i dont want to add another shortcut the player has to remember)
  • Changed the event log screen.
    • Instead of showing stuff on console whenever something is changed… the game will now log ALL events. to make it easier to debug stuff.
    • changed the coloring to make it more green/console themed
  • Selection tool
    • Made it so that when you duplicate a group of objects with events… events get created to match the group relationship.

[rotate/offset modes] [Duplicated event groups]


*What to work on next

  • The game still needs lots of “quality of life” things worked on.
    • Resource Meter & Entity limiter
    • A very long bug/polish list
  • After those things are done a beta version might be tried out before the campaign is finished

* A Rival appears

  • Almost finished with the character design for the second character.
  • At the moment im currently worried about the overall shape design, might change a bit here and there.


*Thoughts about the game’s future art style

  • While working on the tween animation for “penn-1” (before the game was even on Next Fest), I found cutting up pieces, then stitching them together to create puppet animation to be very tiresome and limiting in terms of animation.
  • There is a high probability the game’s campaign will use a more messy handdrawn art-style rather than the “tweened” and clean art-style currently in the early access version. This means “penn-1”’s design might change a little bit too.