Devlog Week 37

Here’s what I did this week Blockout I worked more on the village blockout. I used a combination of Unreal Spline tools and Blender Geometry Nodes. It’s still a rough blockout, but I’m happy with the overall vibe. I also did some performance tests on the Steam Deck, and I was getting 70+ with no optimization. I always keep underestimating its performance. Debug movement […]

Read more

Devlog Week 35 + 36

I didn’t want to post week 35 on its own because most of it was spent on the robot model and I didn’t feel like that’s worth a devlog on its own. So instead here’s a summary of what I did in the past 2 weeks. Mechanics I was talking with a friend about how spinning the character is one of the first things […]

Read more

Devlog Week 34

Dialog variables I needed to make the dialog adjust for the player character’s name, gender, age…etc. So I added variables to the dialog. For example : Hello $PlayerName$ becomes Hello Abdou. Of course this can be anything, but for now I just need it for name and pronouns when the player is referred to in third person. This can be changed dynamically during runtime […]

Read more

Devlog Week 33

Player character model I worked a little bit more on the player character, sculpting more details and adding a clothed version to the game project The first pass of the legs is done too. I used plasticity for the circular and square cover thingies, but the rest is regular sub-d modelling Characters Look at objects of interest I added a “look at” feature for […]

Read more

Devlog Week 32

A quick summary of this week’s development Accessibility I tested a “one handed” mode, using only the mouse. It’s just an experiment for the moment. I posted the video on twitter and I got some great feedback and tips. I noted things down and I’ll work on it more in the future. I got told to have a look at Microsoft’s accessibility guidelines, which […]

Read more

Devlog Week 31

Interaction System V2 Most of this week was spent on revamping the interaction system. All 27 unit tests I have for the individual features passed.I already mentioned this last week, but the reason I changed it is flexibility. Previously, it was an actor Blueprint class, so I either had to make one that has all the functionality I need and use it for everything, […]

Read more

Devlog Week 30

This is a slow week in terms of actual game art and development. I spent some time getting approved on steam and preparing promotional content, only to realize I cannot publish demos alone without a full game. It’s a bit disappointing, but I got the game published on itch.io. You can get a free copy from the following link : https://abdoubouam.itch.io/amenzu-demo As for development, […]

Read more

Devlog Week 28 + 29

In the past two weeks I worked on finishing a demo/proof of concept for my game. Here’s a recap of what I did. Game Project Files Interaction system: Train station environment: I finished this version of the train station. The layout is intentionally convoluted/weird and a bit inconsistent, because it’s inside a dream, but I tried to keep the experience linear enough and not […]

Read more

Devlog Week 26 + 27

I took a few days off to visit family last week, and I didn’t feel like I had enough to share, so I compiled the notes for two weeks instead. Most of the time was spent making props and graphics for the train station. Here’s a list: Decals and fake ads I started with some decals and fake ads and posters to populate the […]

Read more

Devlog Week 25

Here’s a brief summary of what I did this week. 3D models and materials I made a couple more models for the train station environment : metal fence gate/door, elevator, ceiling light, ticket gate, and a normal metal door. I also made materials : a trimsheet for the train station floors, metal, tactile pavement, and concrete, and also a ceiling tiles material and a […]

Read more