DevLog #2


DEVLOG #2


These past few weeks have been pretty smooth for development, which is good because it means I'm doing something different. If I recall correctly last post was just about starting development and not actually any progress. So far the first level is (almost) fully finished, flushed out, and the works. I added a few new things to this version missing in the previous one, namely a settings menu, a working save system, revamped models with fixed geometry and UV improvements, and a few other things I can't remember. This game is built in Unity, so I took advantage of URP rather than the built-in renderer like last time. Because of this, a few assets look different, namely Josiah, but I think it actually looks better. I made sure this version's crowbar swing animation was way shorter because the previous one sucked ass (respectfully) and overall I think the results are pretty damn good. 


In terms of level one exclusively, the only real change from the old version without the under-the-hood changes (visual only) is that there is a fade-on-start effect rather than an instant scene load, and when the breakers are broken the lights don't instantly turn off, they begin flickering after the second breaker to indicate they have some effect on the lighting. This way it's not as much of a surprise when they turn off on breaker 3. Other than this, I tried keeping the game as faithful to the original as possible and reused assets where possible.


I started working on level 2 as well and decided to take a different route on this one. Fun fact, in the old version of the game, level 2 was a series of claustrophobic shafts the player would need to navigate and pull levers. These shafts had a vent running above them with several openings, and the player could occasionally hear footsteps moving toward them from above. The kicker about this level was that there was no real threat, the sounds were a fake out. In the new version, I decided to double the size of the level and add an enemy. I also redid the geometry so that the level lined up better. The vents are larger and allow movement now.


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