CHARACTERS!!! Project Date 8 - PreAlpha - 0.1.89


Another month, another build... and what a build-month...

As we want to be open about this project, I think it helps to maintain openness with our players by going over what is actually happening during development. So I would like to offer some additional commentary on our latest update!

This is Chris, the Project lead and game design and this one... whew boy! 

PreAlpha - 0.1.89

First of all, if you haven't seen our latest Dev Log Video below where Wesley (writer) and Nikki (writing/marketing) break down the characters...

Yeah... 

CHECK IT OUT RIGHT NOW! 

It has a lot of cool information about our characters, story and updates to the game! They did an awesome job so go give them some love!

Pam is in the building!!!

And of course, the most obvious improvement is getting in Pamela Pinstripe's 3D model herself!


The first 3d model to actually go in game, created by the talented Valérian (Character Artist); whom unfortunately stepped back from the project after his contribution to work on other projects. But fret not as he is still around occasionally offering input where he can. 

Please note that Pam's materials are not set up and the lighting is still very Work in Progress, so she will look WAY better as we continue to improve the game!

One of the biggest achievements for this build was getting Pam's tutorial dialog set up. Once Nikki got the first draft text in game, Curtis (programming) and I added functionality to support the changing of game states with his dialog tool.

This currently takes the form of event calls on the dialog nodes themselves that manipulate the game manager's global variables and change the game states and other values.

Simply put, the game goes from the introduction dialog, to the tutorial safe zone (that comes with its own unique and... interesting dialog) to the timed free mode all just by talking to Pam!

Environmental tidying

This month, I also personally spent a lot of time working on tweaking the object scale and environment layout. You may notice the environment feels a little smaller in this build as I scaled up all the characters and furniture slightly. This was all to lock in a final layout so we can shift to the environment art phase; at which point no further changes will be made to the environment unless absolutely necessary. So play it and give us feedback on the level flow! One of the major additions to the layout are the addition of more connected routes for smooth traversal like to the balcony from the dancefloor. While I was at it, I added a few hidden areas throughout the level. See if you can find them!

Giving the Game Character

Speaking of art, another exciting update is our new Character artist! Her name is Dinara and she's a sweetheart! Super talented, super eager to learn and we're super stoked to have her on board! For clarity: Dinara did not do the art for Pamela but she is currently working on the next character: Wilhelmina Fence and... well it's gonna be awesome...

Here's a sneak peak...

In this build...

A lot has happened this month and I am so proud of the accomplishments and hard work everyone has been putting in. If I tried to list them all in detail we'd have a small text book worth of information. So I'll to go over the rest of the games updates a little more high level. Without further ado here's all of our updates for this build and yeah... there's a lot:

Updates and additions

  • ADDED in PAMELA PINSTRIPE's 3D model!
  • Added an inventory system
  • Various dialog interface improvements including 
    •  Being able to see subtitles AND dialog options at at the same time
    • Being able to select dialog with mouse OR directional keys
    • Added arrows to indicate that there are dialog options to scroll through
    • Dialog text scrolling speed increased
  • Improvements to the backend dialog tool including the ability to Trigger events and Spawn items
  • Added first pass dialog for Pamela Pinstripe
  • Added first pass dialog for Von Smith Smith Smith 
  • Added first dialog for Wilhelmina Fence
  • Moved Von Smith smith smith to the shadows where he belongs...
  • Redesigned the tutorial so the player can skip it and begin free mode right away
  • Added an Audio occlusion system
  • Added items that can be picked up and add to the inventory
    • Player can give items to NPCs
  • Added early Options menu to main menu and player menu
  • Can now change quality settings and resolution from the options menu
  • Adjusted quality settings presets
  • Lowered ceiling height to be more realistic
    • While I was at it: Added secret hidden ceiling area 
  • Changed the scale of people and furniture
  •  Added more seating and tables throughout the restaurant
  • Moved the player starting position closer to the entrance
  •  Added stairs to the balcony over dance floor to improve the flow of the level
  • Tutorial mode (Safe Zone) now triggers from Pamela's dialogs
  • Safe zone moves chairs and adds stuffed animals to "talk to"
  • Added ability for interactions/dialogs to be "locked" behind specified "variable gates"
  • Added 'Drink' function to drinkable items
  • Improved lighting throughout the environment 
  • Improved the layout of several rooms including the office, bathrooms
  • Drinks can now be ordered from the bartender
  • Gum machine now dispenses gum items
  • The rideshare that drops the player off now drives away
  •  The Sun now sets in real time

Bug Fixes

  • Fixed bug where player could not scroll through dialog choices when the mouse was hovered over them.
  • Fixed AI wandering system so they don't walk back and forth in place like in previous builds
  • AI no longer enter the lobby until freemode (this is to prevent player progressing relationships before the timer starts)
  • Fixed bug where player hovers above the floor
  • Fixed bug where Timer text prevented clicking on UI

Closing

One thing we kept saying at our meetings was "it's starting to feel like a game" and I think that really sums up the progress since our last update. We're making changes that are slowly transforming this project from a primordial puddle of random systems and block mesh and to something resembling a video game; shakily taking form and learning to stand up like a newborn deer. It's starting to stand on its own and become a work with a vision, a style and a swagger all its own. One that could not be possible if it weren't for each person involved. And we're so excited to see our little Bambi growing up so fast! *sniff* it's truly beautiful... 

Thanks for reading!

 Until next time!



~Chris

Files

ProjectDate8-prealpha-0.1.89-Windows.zip 55 MB
Jun 01, 2021
ProjectDate8-prealpha-0.1.89-Mac.zip 65 MB
Jun 01, 2021

Get Date 8

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