Dev Log 2
[p][/p][previewyoutube][/previewyoutube][p]Over the past 2 weeks we've been adding features and levels to the Office Rooms project in preparation for the steam next fest. We now have 15 rooms and 3 of the 6 planned endings ready for next fest.[/p][p][/p][p]In the next 2 weeks we finish up the remaining content, raise the quality across the board, playtest on the demo releasing on steam shortly, and evaluate and integrate feedback from the private beta keys I've given out. [/p][p][/p][p]New Features: [/p]
- [p]Music System to fade between office space and anomaly liminal music[/p]
- [p]Interact Notes for lore delivery and hints to escape methods in the game[/p]
- [p]Pickup items, find items in 1 anomaly, escape in another[/p]
- [p]Ending UI, Main menu UI and Anomaly billboard in the lobby[/p]
- [p]PA voice system to deliver more lore into the world while exploring[/p]
- [p]Flashlight[/p]
- [p]Toggleable Head bob and VHS camera effects[/p]
- [p]DX 12 required message[/p]
- [p]Intro splash logos for UXIF and Lowkey Gamedev collab[/p]
- [p]OPA UI on screens in world (offices of productivity analysis)[/p]
- [p]Interactive Doors[/p]
- [p]Sound classes and audio sliders[/p]
- [p]Keycard ending[/p]
- [p]Gamepad integration[/p]
- [p]Improved PCG to help rapidly produce levels[/p]
- [p]2 more desert rooms with varying surreal motifs[/p]
- [p]Graveyard telling the story of working to death at the facility[/p]
- [p]Backrooms and Pools inspired observation rooms[/p]
- [p]Janitor closet[/p]
- [p]Effigy Room showing story of productivity worship[/p]
- [p]Abandoned office level 4 inspired room[/p]
- [p]Suburb telling the story of AI replacing / displacing humans / eviction[/p]
- [p]Fire Escape and Fire alarm rooms[/p]
- [p]Boardroom[/p]