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 […]

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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 […]

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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 […]

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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, […]

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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, […]

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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 […]

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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 […]

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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 […]

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Devlog Week 24

This week’s devlog will be short, since I spent it mostly on 3D models, so it’s more of a show than a tell. First off, I made a “torn sticker” smart material in Substance Designer, to be used in Substance Painter. Combined with projection warping, it makes creating stickers and labels a breeze. For important labels it will be just a starting point, and […]

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Devlog Week 23

Here’s a summary of what I did this week Materials I made a few materials for a train station environment. The first material is a broken tiles material. The material was created in Substance Designer. I exported two variants for Unreal Engine (normal + broken), as well as a mask texture for color setting. Combined with vertex painting, I could control which areas are […]

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