Devlog Week 19

Here’s a summary of the game devlog for the 19th week. Interaction System I continued working on the interaction system and adding more features to it. I made a few small tests to showcase individual features, but I also made a more complete “real-life” example showing a portion of what’s possible to achieve at the moment. In the video above, I demonstrated how NPCs […]

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Devlog Week 18

Hello all. This week was spent mostly on technical stuff and programming, but I did make one simple 3D model too. Here’s a detailed list of what I did: Crowbar 3D Model 1- I made a simple 3D model of a crowbar, it’s 288 Triangles total. I wanted it to be a reference to the half-life series. I also used the blueprints I made […]

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Devlog Week 17

Here’s a summary of week 17: 1- I added debris and dirt to the main train material. It has 4 layers : cigarette butts, small pieces of paper, bigger pieces of paper, and dirt. It uses RGBA vertex colors for masking 2- I programmed some basic “interactive” environment props, like doors opening when you approach them, and cameras looking at the player. They weren’t […]

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Devlog week 16

This week I experimented a bit more with dream mechanics and visuals. Since those will be a significant enough part of the game and story, I am giving it some attention it deserves. One of the main aspects of dreams is inconsistency : layouts don’t make sense, you don’t remember how you got there, some objects appear and disappear when you’re not looking, signs […]

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Devlog Week 15

Another week, another devlog! Here’s what I did this week: For legal (and also non-legal) reasons, all the above was a (sad) joke. Here’s the real devlog instead: 1- Oasis Dream Level I started experimenting with dream sequences, since dreams are going to be a significant enough part of the story. I made blockouts and basic gameplay prototype of two scenes. The first scene […]

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Devlog Week 14

Here’s a list of what I did this week 1- I made a typewriter model, this one is based on the Underwood Universal Typewriter 1938. It has 6K triangles and one 4K Texture (which I downscaled to 2K in the engine), a bit high poly than the rest, because it’s can be used in medium or close-up shots. Modeled, UV’d and rendered in Blender, […]

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Devlog Week 13

This week was spent mostly prototyping an interaction system. Here’s a full list of what I’d done 1 – Narrative Design Course I followed a few video lessons from Unreal Engine 5 Visual Novel and Narrative Design . It’s not exactly what I’m aiming for, but it shows enough of the basics and tools. I realized it is much more different than what I […]

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Devlog Week 12

Hello this is the devlog for week 12. I worked on a bunch of things, listed below. 1 – Blockout of a traditional stone and clay house to check scale and placement, and to also understand the architecture. I’m happy with the shapes and overall design, I’ll leave this aside for now and blockout other houses before making any final detailed assets. It was […]

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Devlog Week 11

There week is more tell than show, since most of it was spent on research and documentation and following courses. To keep things short, here’s a list of what I’ve done last week: And finally have a sketch of a robotic hand. I’m just making sure the motion range is good before I detail it more. I need more research about robotic joints and […]

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Devlog Week 10

Models This week was mostly spent making 47 unique models of utensils and crockery, and about 100 with the variations. The are split into 3 sets, each set sharing one 4K texture set (will be downscaled in the engine to 2K later). About 500 triangles on average per model, but some are given more than others depending on shape complexity and whether I want […]

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