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Devlog 17

New build is available!
New chapter is available!


> This is the 1st pass of the 5th chapter (#04). It's quite stub.

[h2]Sprint log:[/h2]
**Explanation and demo**
[previewyoutube][/previewyoutube]

------ Game

> This was a very challenging sprint for external and internal reasons. Since this is the "last" chapter of the story, i decided to do many things differently. That includes changing the scheduling method. So it took way more than usual, but i think it was worth it. So everything is quite barebones and possibly confusing. Enjoy!

> Important note: The button for erasing a save slot does not ask for confirmation! (That's on TO-DO)

> Important note: Compared to version 0.4.0.4, version 0.4.0.8 has less testing and a couple considerable changes, so it's deemed more likely to have issues. Yet 0.4.0.8 fixes a couple really important features, and adds some interesting features. So i highly recommend trying 0.4.0.8. But if you were to have issues with that, please try 0.4.0.4.

[h2]General[/h2]
* New:
* * Data layer for outside houses is now more granular.
* * Added lights and puzzles to the outro.
* * * Saved flags to the save.
* Implemented light flicker based on sound. And a somewhat elaborated sound system.
* Settings:
* * Improved remapping options.
* * New: Implemented movement and look sensitivity!
* * New: Beta: Implemented different audio submixes (channels), with different volumes and attenuations.
* * * This was plenty of work and is still a new feature. Issues might arise.
* * * Reworked the attenuations, classes, levels.
* Tweaks:
* * Interact drag.
* * Sound attenuation.
* * Improved logging. (It's log log log log, It's better than bad, it's good!)
* * Improved movement input.
* * (Created and) Fixed some packaging issues.
* * Improved characters pose utilities, and base classes.
* * Added end of game count for dialogs shown.
* Fixes:
* * datalayers, hitboxes, sounds, materials, plants, tv interact, cabinet, texts, chapter titles, map dependencies.
* * A bunch of issues related to load a chapter directly from save.
* パラメーター adjustments.

[h2]Art[/h2]
* New: Pots, stove, boxes, fridge, egg, pencil, particles, plates, sponge, sink.
* Optimized a couple of assets.
* Fixed some missing shadows.
* Redone char18.

[h2]Chapter 4[/h2]
* New: New chapter!
* * New room, new flow.
* * New music with new mixing system.

[h2]Chapter 0, 1, 2, and 3[/h2]
* Some tweaks on dialogs, items, story flow.
* * Improved some dialogs, books.

------- Subsystems and plugins


[h2]Flashbacks[/h2]
* LifeDev:
* * Improved FlashBack curve animation.
* * Added player movement change based on FlashBack.
* Fixed issue with rapidly changing the target value.
* Optimized the tick. Only ticking when needed.
* Fixed possible crash.

[h2]Dialogs[/h2]
* Tweaks to styles.

[h2]Story[/h2]
* LifeDev:
* * Option to automatically increase the flashback based on the dialog. Towards a given target and by a given increment.
* * Improved dialog triggering flow.
* * Added a few options to show, hide, enable, and disable interacts on step.
* * Expanded ability to show/hide actors on step.
* * Added option to automatically handle the rain on a step.
* * Fixed issue of not destroying actors on step unload quickly.
* * Added the FlashBack Randomizer to the step and normalized the usage.
* A few refactorings.
* Replaced the camera preview mesh with a better mesh.
* Fixed the teleport player feature to also set the camera.

[h2]Inventory / Flags[/h2]
* Reworked the flag functions.
* Beta: Considerable refactor to how the flags work and the functions provided.

[h2]Interactions[/h2]
* LifeDev:
* * Added option to enable an interact as reward.
* * Added option to start a new step as reward.
* Fix an issue with some fades.
* Fixed issue with SetEnable not working on the constructor.
* Fixed issue on reward actors.
* Fixed double usage of items.
* Dis/Enable interacts on fade.
* Improved the flow for interactions, rewards, fades, etc.
* Some refactors.
* Improved system for interact hover detection. Now with two methods to choose from. As well as some parameters.

[h2]Sound[/h2]
* LifeFev:
* * Fixed environ playing during intro.
* Fixed Noiser not activating on certain cases.

[h2]Utils[/h2]
* Moved GetAnyGameViewportClient here.
* UI
* * Implemented message box.
* * Implemented base button.

[h2]Significance[/h2]
* Various fixes and cleanups.
* Fix for android running on background thread.
* Added TickWhenPaused

Devlog 16

New build is available!
New chapter is available!


> This is the 1st pass of the 4rd chapter (#03). It's quite stub.

[h2]Sprint log:[/h2]
**Explanation and demo**

[previewyoutube][/previewyoutube]

------ Game

> This was a challenging sprint for external reasons. So i got less than the previous sprint. Also most of the work was in improving, refactoring, cleaning, and some for the next chapter. So this chap is a bit more bare-bones than i'd have liked. But in truth i always like more.

[h2]General[/h2]
* New:
* * Save game is working! (This was a lot of work.) (Please note each release will probably break previous savegames)
* * A lot of preemptive work for next chapter. Not visible yet, sorry.
* * Added custom StoryManager.
* Settings:
* * Basic key remapping. (Note this sucks atm so use carefully).
* Optimization:
* * Re exported some optimized assets.
* * Attempt at disabling WPO on meshes.
* * Optimized data layers for objects "Outside" and Chap 01.
* A ton of minor bugfixes, cleanups, and reorganization. Including plugins.
* Added helper to set up character poses.

[h2]Art[/h2]
* New: Piano, plants x2, books, shelves, trashcan, small table.
* New: a lot of art for the next chapter (not visible yet).
* Improves to light.

[h2]Chapter 3[/h2]
* New: The whole chapter. New puzzle.
* パラメーター adjustments.

[h2]Chapter 0, 1, and 2[/h2]
* Some tweaks on dialogs, puzzles, items, story flow.

------- Subsystems and plugins


[h2]Flashbacks[/h2]
* Improvements:
* * Fixed SetMax and SetMin default duration.

[h2]Dialogs[/h2]

[h2]Story[/h2]
* Optimization:
* * Disable steps' cameras while not active.
* New:
* * flag to automatically modify the flashback progressively during dialog sequences.
* * Delegate for DataLayer changed.
* Improvements:
* * Fading and step switching cycle. Cover blind for level switching (and others).
* * Changing steps, fading, and input enable/disable.
* * Data layer loading is not recursive now.

[h2]Inventory / Flags[/h2]
* Improved "Clear" function to Inventory and Flags.
* Improved flags SetAll delegates.

[h2]Interactions[/h2]
* Improved delegate handling.
* Improved rewarding, fade, and delegate cycle.
* Added "IsReversed". Default one depends on the StateNum.
* Added "IsOneShot". Adjusted "DisableWhileAnim"
* Improved SetMobility, Locked.
* Puzzle
* * Added ResetOnFail, OnReset, ResetTimer, and other reset utils.
* * Moved a bunch of code to the plugin.
* * Improvements. SetEnabled, DoneActor.

[h2]Sound[/h2]

[h2]Utils[/h2]
* Added BP async callbacks.
* Added IsEditor, IsDebug, CameraFade.
* Improvements and fixes to GroupBox.

[h2]Significance[/h2]

Devlog 15

New build is available!


> This is the 2nd pass of the 3rd chapter (#02). It's a bit stub.

[h2]Explanation and demo[/h2]

[previewyoutube][/previewyoutube]

------- Game


[h2]General[/h2]
* New:
* * New feature toggles (environ, music, noises, global illumination, strobes).
* * Change features during gameplay.
* * Added a bunch of Light base classes. With some useful features (like animation, strobe flag, intensity).
* * Base puzzle class with a bunch of util features (story management, rewards, dialogs).
* Optimization:
* * Re-exported (optimized) some assets.
* * Some managers are AInfo now.
* * Reorganization of assets and code.
* Settings
* * Added custom checkbox class for features.
* * Improved widgets initialization.
* * Implemented re-load and apply. Also for sounds.
* * Improved menu organization.
* Fixed cam-shake, quality settings, strobe/animation/flashback flicker, feats reloading on settings, settings resolution scale bar, streetlight flicker.

[h2]Art[/h2]
* New: Word-cubes used for puzzles and others, Wide cabinet, toilet, mirror, bathtub, curtain, bar, Room02, Living00, street light.
* New: Sounds for ambiences, noises, and rain. New Music!

[h2]Chapter 2[/h2]
* New: New music! It's pretty cool and quite different!!
* New: new character. exchanged them.
* New: New puzzle.
* パラメーター adjustments.

[h2]Chapter 0 and 1[/h2]
* New: Added some new objects. New puzzle.
* Improved some interactions. Re exported some assets.

------- Subsystems and plugins


[h2]Flashbacks[/h2]
* New: AnimSpeed is configurable in config file.
* Optimization: Fixed issues with de/activating unnecessarily.
* LD: Added debug feature flag.
* LD: Fixed setting the correct end value when adding values (as opposed to just setting one).

[h2]Dialogs[/h2]
* New: Added GetIsShowing, Get.

[h2]Story[/h2]
* New: Exposing step flags to be editable in the World Outliner.
* New/LD: Added option to finish after dialogs.
* Fixes and cleanups. Added logs.
* Prevented sequences from having recursive dialogs.
* Greatly improved the flow. Specially with child classes.
* LD: Fix end step fading in and fading music.

[h2]Inventory / Flags[/h2]
* New: Added Flags::Instance

### Interactions
* New/LD: Added dialogs for items usage.
* Re-parent sfx to the base mesh.
* Improved anim logs, stop callable in editor, trigger begin on reset.
* Added stub OnTrigger and OnTriggerLocked delegates. Ensure it has no issues with child classes.
* Fix animator fade using invalid material.
* Optimization: and fix ticking while deactivated.

[h2]Sound[/h2]
* New:
* * CSounder: function to set a float param safely.
* * Fade music on level and hold.
* * LD: Added feature flags for music, noise, and environ.
* * LD: Cross-fade music with environ.
* * LD: Handling feature flags for Environ, Music, Noises.
* MusicManager Fade and SetIntensity are overrideable.
* LD: Fix music intensity on restart. Environ start.

[h2]Utils[/h2]
* Optimized QuickMesh WPO evaluation.
* Moved a couple of functions to utils.
* Fixed fade material on low quality.

[h2]Significance[/h2]
* New: (Optionally) Handle occlusion.
* New: Flag to use concurrent/sequential calculation.
* New: Debug flag.
* Fixed issue breaking animations.

Devlog 14

New build is available! New chapter available!


This is the 1st pass of the 3rd chapter (#02). It's a bit stub.

[h2]Sprint log:[/h2]

Explanation and demo
[previewyoutube][/previewyoutube]

Game


[h2]General[/h2]
* New: Started using the .ini config files more heavily. New LifeDev.ini file.
* New: Started working on the save-game. Basic structure and methods in place.
* New: Started working a bit on custom control mapping.
* Started working on reducing the visual stress for people that needs/wants it.
* * Disabled Lumen by default. Mostly since it did not made a lot of sense, secondly to improve performance. (It can be enabled with the .ini config files).
* * Removed depth of field post process effect.
* Performance pass
* * cleanup on things loaded
* * significance plugin working! Added to a bunch of objects in the scene.
* _Lots_ of bug fixes, cleanups, and improvements all around.
* * Removed unused assets, variables, and code.
* * Updated collisions.

[h2]Chapter 2[/h2]
* New: New chapter.
* New: New room.
* New: New character.
* New: New types of interactions. Including cards.
* Attempt to improve the lighting.
* パラメーター adjustments.

[h2]Chapter 0 and 1[/h2]
* Added some new objects.
* Improved some interactions.
* Some tweaks and improvements in many aspects.

[h2]Art[/h2]
* New: New objects: Calendar, wide chair, bathtub, wide cabinet, stand lamp, books, toilet, hall, wide doors, picture frame.
* New: New character!
* New: Started experimenting with skeletal animations and voxel art hybrid.
* New: Started experimenting with a new palette system for assets.
* Improved, cleaned, and improved performance of voxel materials.

Subsystems and plugins


[h2]Flashbacks[/h2]
* New: Added feature flag for strobe lights to disable flashing lights.
* * It can be toggled at the start, but also can be toggled on the .ini files.
* Added duration to SetMax and SetMin.
* LD/New: Created new flashback post process. Less visually confusing, more meaningful.

[h2]Dialogs[/h2]
* Not much.

[h2]Story[/h2]
* New: Feat to remove items at end of step.
* New: Feat to ensure items at the start of a step.
* Fixes on finishing step on item received.
* Fix item rewarding.
* Fix incorrect transition on last step of sequence.
* Reworked the whole step cycle. Start, Stop, StartSequence. Much improved, such determinism, no bugs, good wow.
* Improved character teleport.
* LD: reworked chapter load cycle.

[h2]Inventory / Flags[/h2]
* New: Added ensure items, which makes sure there's at least 1 of the item.
* New: Added remove items, which removes completely an item.
* New: Added ItemLogic class and CardLogic. Not much use yet, but allows for having custom logic instance for each item.

[h2]Interactions[/h2]
* Fix not being able to modify the root component in blueprints.
* LD: Added UseItemDlgs. Which allows to define a map of items/dialogs, so that when an item is used it will trigger the specified dialog. Speeding up development considerably.
* LD: Improves on animation management.
* LD/New: Improves on flicker on flashback.

[h2]Sound[/h2]
* New: New sounds for drawers and lamps.
* New: New music.
* New: Added audio volumes for reverb and stuff.
* Updated sounds groups and levels.

[h2]Utils[/h2]
* New: Added material and material functions for palette with vertex colors.
* New: QuickMesh can set collisions.
* Moved a bunch of voxel color related materials to JUtils plugin.

[h2]New! Significance[/h2]
* New: Finally working significance plugin. in a separate plugin to have clean dependencies.
* Configurable through .ini files.
* * Use Background thread.
* * Update interval.
* * Number of player controllers to process.
* Subsystem to control everything globally.
* Component to easily control each actor individually.
* * Can be subclassed. LifeDev has a custom one that works in tandem with animations.
* * Everything is per instance configurable.
* * Auto register.
* * Simple to use.
* * Can override the significance calculation.
* * Delegates for changes and events.
* * Can adjust tick enabled and intervals.
* * Can control hiding components.
* * Significance depending on:
* * * Actor being hidden
* * * Last time rendered (visible). Configurable timeout.
* * * Distance to camera. With different levels.

Devlog 13

New build is available!


There were a few factors that resulted in having less content than i expected (i.e. it's pretty stub). But there's a ton of under-the-hood work :). Still this is the 2nd pass, so the focus was on adding content rather than features.

[h2]Sprint log:[/h2]

Explanation and demo
[previewyoutube][/previewyoutube]

[h2]General[/h2]
* New!: Upgraded to 5.3.2 on windows and similarly latest on Linux
* New!: Added joystick support
* * Note: i had an issue with my joystick so that the camera control sucks at the moment
* New: Added new shader effects (not in use yet)
* * OKLab conversions and Lerps. Gooch filter. Edge detection. And utilities (Lerps, Average, Kernels, etc)
* New: Added test data layer to separate test functionality from actual game
* New: Added starting chapter feature. Helps on development and will be used for save games
* New: More animation curves (noise ramp, incubic)
* Performance pass
* * Removed unnecessary material creation among others
* * Removed a bunch of unused plugins
* Improved plugins' documentation and settings
* Bug fixes and improvements all around

[h2]Flashbacks[/h2]
* New: Added lights reaction to flashback system

[h2]Dialogs[/h2]
* New: More dialogs on interactions
* Improved random dialogs
* Reworked flow for dialogs for looking at items
* Renamed plugin to avoid issues with another engine directory

[h2]Story[/h2]
* Not much

[h2]Inventory[/h2]
* Not much

[h2]Interactions[/h2]
* New!: Puzzle system leveraging the interact system
* * Supports puzzles of type "combination" and "sequence"
* * Able to repeat sequences
* * No currently playable puzzle in game
* New!: Extended interaction lifecycle to have multiple states on each interact
* * Integrating the state management in the current flow and design
* * Extended texts, transforms
* * Works together with the Puzzle system
* * Added state reset ability that works with the puzzle system
* New: Optionally disable an interact while animating
* Cleaned and refactored the reward/fade/destroy cycle
* * Many fixes, improvements, and simplifications
* * New: Added reward actor
* Fixed issues with new materials and fade
* Ported two more interaction to cpp

[h2]Sound[/h2]
* New: More noises
* New: Added sound to more elements (cards, batteries, clothes spots, etc)
* Improved noises randomization and levels
* Improved general attenuation settings (they still need much rework)
* Fixed an issue with self-destroy and trigger sound

[h2]Utils[/h2]
* New: Add new actor pooling subsystem
* * Manages multiple pools by class
* * Non-intrusive, class agnostic and non reliant on interfaces
* * Actor lifecycle management
* * Allows to have pools that can grow or not
* * * Also allows to decrease over a configurable time
* Progress on the Significance Manager Subsystem plugin
* * Moved to a new plugin to free dependencies
* * Not in use yet

[h2]Chapter 0[/h2]
* New: More interactions
* More rounded
* Interactions more connected
* Reworked the story flow
* Improved some collision and animations
* Attempt to improve the lightning
* パラメーター adjustments