Devlog in Raw Form
Devlog - Beginning 19June2024
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To Do:
DONE 1. Make To Do list
DONE 2. Create Level in SevenKeys_3rdPFirst->Copy from L_Room1
Move to Later 3. Implement Key/Door matching
DONE 4. Implement Key Randomization
Later
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1) Begin learning Blender
2) Create Key assets
3) Implement Key/Door matching
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20June2024
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DONE 1. Make this to do List
DONE 2. Take screenshots of yesterday's spagetti debugging code
DONE 3. Clean up the debugging code from yesterday
DONE 4. Put UFP sticker on bike
DONE 5. Fix BP_Keys mesh alignment issue
Move to Later 6. Make copy of SM_Key9 and fix pivot point issue
Move to Later 7. Implement Door/Key matching
DONE 8. Add temporary meshes to BP_Keys and align to weapon pack items
DONE 9. Debug yesterday's randomized mesh code in GM_SevenKeys_3rdPFirst and BP_Keys
Later
-----
1) Begin learning Blender
2) Create Key assets
3) Add disintegrate effect for used doors and keys
4) Make copy of SM_Key9 and fix pivot point issue
5) Implement Door/Key matching
Ideas
-----
* Single horror death door (possibly cosmic horror).
-> Portal opens; you walk down a hallway toward the next room just as in unharmed success door,
but then the lights ahead go out. Randomizes between many horrors.
* Each opened door will tell you something of adjacent doors, but not itself.
* Some Doors lie, but all adjacent doors inform of this.
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21June2024
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DONE 1. Make This List
DONE 2. Create Key numbering system
DONE 3. Make keys return to their same table spot when dropped
DONE 4. Merge Pickup/Drop Action
Later
-----
1) Begin learning Blender
2) Create Key assets
3) Add disintegrate effect for used doors and keys
4) Make copy of SM_Key9 and fix pivot point issue
5) Determine why it's happening and fix key pickup being finicky
6) Implement Door/Key matching
7) Make Door System
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22June2024
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DONE 1. Make This List
DONE 2. Create BP_Doors
DONE 3. Make WBP_UI "Use Key?" Widget
DONE 4. Determine why it's happening and fix key pickup being finicky
DONE 5. Integrate BP_ThirdAsFirstPerson_Character pickup action with BP_Doors
DONE 6. Fix Get Overlapping Actors always returns an element that has the Key_Item tag once a key has been picked up -> Soln: "== compare with Key_In_Hand"
Later
-----
1) Begin learning Blender
2) Create Key assets
3) Add disintegrate effect for used doors and keys
4) Make copy of SM_Key9 and fix pivot point issue
5) Implement Door/Key matching
6) Create Raise Key animation to replace "Use Key?" text widget
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23June2024
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DONE 1. Make This List
DONE 2. Import and add portals
Move to later 3. Import and Add disintegrate effect for used doors and keys
DONE 4. Fix camera clipping through walls -> Added backing walls
Move to later 5. Add Black Mirrored surface and liquid effect behind Doors
Ideas
-----
Key used could influence the door's destination
Portals could remain open to return to previous rooms
Later
-----
1) Begin learning Blender
2) Create Key assets
3) Add disintegrate effect for used doors and keys
4) Make copy of SM_Key9 and fix pivot point issue
5) Implement Door/Key matching
6) Create Raise Key animation to replace "Use Key?" text widget
Partially Done 7) Change lights to fire sources
8) Make portal teleport
9) Add Black Mirrored surface and liquid effect behind Doors
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24June2024
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DONE 1) Make this list
DONE 2) Make Portal Teleport
DONE 3) Implement Door/Key matching -> Accomplished through Level Blueprint and Character Pawn (BP_ThirdAsFirstPersonCharacter) with event dispatching and binding.
DONE 4) Fix camera clipping through walls better -> Moved player camera backwards on model/mesh binding
DONE 5) Create unlocking logic
DONE 6) Add Sound effects -> Initial Fire SFX added
Later
-----
1) Begin learning Blender
2) Create Key assets
3) Make copy of SM_Key9 and fix pivot point issue
4) Create Raise Key animation to replace "Use Key?" text widget
Partially Done 5) Change lights to fire sources
6) Add disintegrate effect for used doors and keys
7) Add Black Mirrored surface and liquid effect behind Doors
Ideas
-----
-Add Unlocked doors reveal information about adjacent doors?
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25June2024
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DONE 1) Make this list
Partially Done 2) Add remaining doors and portals to L_Room0 -> Doors Added -> Ran into massive wall with video memory -> Casting + GTX980 -> Eliminated Casting where possible; ordered new GPU
DONE 2) Make fire sfx loop and originate from torches
Partially Done 3) Change lights to fire sources
Move to Later 4) Destroy used keys and disable doors that were attempted but not unlocked
Move to Later 5) Add disintegrate effect for used doors and keys
DONE 6) Use Blueprint Interfaces to eliminate casting where possible to be more efficient
Later
-----
1) Begin learning Blender
2) Create Key assets
4) Make copy of SM_Key9 and fix pivot point issue
5) Create Raise Key animation to replace "Use Key?" text widget
9) Add Black Mirrored surface and liquid effect behind Doors
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26June2024
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DONE 1) Make this list
DONE 2) Fix all issues related to removing casts
DONE 3) Fix race condition issues
DONE 4)Install new GPU -> Causing "GPU Crash / D3D Device Removed" UE5 Crashing
Later
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Part Done 1) Add remaining doors and portals to L_Room0
2) Make fire sfx attenuate and add spatialization
Part Done 3) Change lights to fire sources
4) Destroy used keys and disable doors that were attempted but not unlocked
5) Add disintegrate effect for used doors and keys
6) Reduce size/resolution of Torch/Lamp textures
7) Begin learning Blender
8) Create Key assets
9) Make copy of SM_Key9 and fix pivot point issue
10) Create Raise Key animation to replace "Use Key?" text widget
11) Add Black Mirrored surface and liquid effect behind Doors
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27June2024
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1) Make this list
DONE 2) Stabilize "GPU Crash / D3D Removed" crashing in Unreal Engine after installing RTX3060 ->
DONE ->Fixed with combination of Regedits (TdrDelay=60, TdrDdiDelay=60), Undervoltaging with MSi afterburner (925mV@1900MHz), specific driver version 537.58
Later
-----
Part Done 1) Add remaining doors and portals to L_Room0
2) Make fire sfx attenuate and add spatialization
Part Done 3) Change lights to fire sources
4) Destroy used keys and disable doors that were attempted but not unlocked
5) Add disintegrate effect for used doors and keys
6) Reduce size/resolution of Torch/Lamp textures
7) Begin learning Blender
8) Create Key assets
9) Make copy of SM_Key9 and fix pivot point issue
10) Create Raise Key animation to replace "Use Key?" text widget
11) Add Black Mirrored surface and liquid effect behind Doors
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28June2024
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DONE 1) Make this list
DONE ...ish 2) Overcome extreme depression and brain fog
DONE 3) Reduce Niagara particle system performance impact (7777 particle Spawn Rate setting per portal->Before improvement 6-8fps; Set to 777 on all-> 60+fps After)
DONE 4) Create rippling black obsidian material -> Used Ocean Sample material to create
DONE 5) Create portal switching material logic
Move to later 6) Make niagara particles spawn black obsidiam cubes and tiny emmisive blue/purple particles
DONE 7) Align Doorways with wall
DONE 8) Implement dynamic door number finding by BP_Portal_Actor_Doors
Later
-----
DONE 1) Add remaining doors and portals to L_Room0
2) Make fire sfx attenuate and add spatialization
Part Done 3) Change lights to fire sources
4) Destroy used keys and disable doors that were attempted but not unlocked
5) Add disintegrate effect for used doors and keys
6) Reduce size/resolution of Torch/Lamp textures
7) Begin learning Blender
8) Create Key assets
9) Make copy of SM_Key9 and fix pivot point issue
10) Create Raise Key animation to replace "Use Key?" text widget
DONE 11) Add Black Mirrored surface and liquid effect behind Doors (#4 above)
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29June2024
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DONE 1) Make this list
DONE 2) Add Game Instance (SevenKeys_GameInstance) and track remaining air
DONE 3) Implement UI widgets to work with new "Air Remaining" mechanic (WBP_UI and BPI_UI)
Begun 4) Write story intro and outro notes
DONE 5) Make all portals openable
DONE 6) Create all trigger volumes and their corresponding Level blueprint logic
DONE 7) Make all portals load L_Room0
DONE 8) Increment PortalsEntered count in SevenKeys_GameInstance
Later
-----
1) Create emmisive materials for Portal Runes
2) Make fire sfx attenuate and add spatialization
Part Done 3) Change lights to fire sources
4) Destroy used keys and disable doors that were attempted but not unlocked
5) Add disintegrate effect for used doors and keys
6) Reduce size/resolution of Torch/Lamp textures
7) Begin learning Blender
8) Create Key assets
9) Make copy of SM_Key9 and fix pivot point issue
10) Create Raise Key animation to replace "Use Key?" text widget
11) Reduce size/resolution of Torch/Lamp textures
12) Check meshes for nanite enabled, especially torches
13) Create portal runes using primitive shapes
Mostly Done ...ish 14) Create updated Open portal materials from Levels
15) Create Credits and Attributions Page
Ideas
-----
* Use glowing runes or symbols to indicate information on doors/portals -> Have portals add or subtract air; center(#7) portal refills all 5 minutes
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30June2024
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DONE 1) Make this list
DONE 2) Destroy used keys and disable doors that were attempted but not unlocked
DONE 3) Check for Door disabled when using key
DONE 4) Fix "Use Key?" Text widget when Door is disabled or Door just unlocked
Later
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1) Create emmisive materials for Portal Runes
2) Make fire sfx attenuate and add spatialization
Part Done 3) Change lights to fire sources
4) Add portal reduction of air
5) Add disintegrate effect for used doors and keys
6) Reduce size/resolution of Torch/Lamp textures
7) Begin learning Blender
8) Create Key assets
9) Make copy of SM_Key9 and fix pivot point issue
10) Create Raise Key animation to replace "Use Key?" text widget
11) Reduce size/resolution of Torch/Lamp textures
12) Check meshes for nanite enabled, especially torches
13) Create portal runes using primitive shapes
DONE 14) Create updated Open portal materials from Levels
15) Create Credits and Attributions Page
16) Write story intro and outro notes
17) Create animation/delay of portal activation when entering room
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1July2024
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DONE 1) Make this List
DONE 2) Create Main menu
DONE 3) Create credits and attributions page
DONE 4) Implement randomized position air remaining reduction for portal travel
DONE 5) Implement pickup key widget display
DONE 6) Fix multiple key overlaps and Pickup Key text -> New UI_widget was being created on Key pickup FIXED
DONE 7) Change default Key meshes
DONE 8) Recreate level Cube map an portal textures
DONE 9) Create main menu level
10) Add Breathing SFX when air is low
DONE 11) Create emmisive materials for Portal Runes
DONE 12))Randomize Glyphs
DONE 13)Make Glyphs invisible until unlocked
DONE 14) Use glowing runes or symbols to indicate information on doors/portals -> Have portals add or subtract air; center(#7) portal refills all 5 minutes
Later
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2) Make fire sfx attenuate and add spatialization
Done 3) Change lights to fire sources
4) Add portal reduction of air
5) Add disintegrate effect for used doors and keys
6) Reduce size/resolution of Torch/Lamp textures
Out of Time 7) Begin learning Blender
DONE 8) Create Key assets -> Changed materials ->Out of Time
9) Make copy of SM_Key9 and fix pivot point issue
10) Create Raise Key animation to replace "Use Key?" text widget
11) Reduce size/resolution of Torch/Lamp textures
12) Check meshes for nanite enabled, especially torches
DONE 13) Create portal runes using primitive shapes
DONE 14) Create updated Open portal materials from Levels
16) Write story intro and outro notes
17) Create animation/delay of portal activation when entering room
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2July2024 through 3July2024
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DONE 1) Make this list
DONE 2) Implement air changing portal entry after new randomizing
DONE 3) Create/Add BP_Note
DONE 4) Create win condition
DONE 5) Create Read Note Widget
DONE 6) Add Breathing SFX
DONE 7) Reset on running out of air
DONE 8) Disable portals on mismatched key
DONE 9) Add SFX for Key destroy / Portal disable
DONE 10) Fix L_Room0 Blueprint logic for multiplier result exceeding Max air
Later
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Out of time 2) Make fire sfx attenuate and add spatialization
DONE 3) Change lights to fire sources
DONE 4) Add portal reduction of air
Out of Time 5) Add disintegrate effect for used doors and keys
Out of Time 6) Reduce size/resolution of Torch/Lamp textures
Out of Time 7) Begin learning Blender <-Looking forward to this
DONE 8) Create Key assets -> Changed materials ->Out of Time
Unneeded 9) Make copy of SM_Key9 and fix pivot point issue
OUT OF TIME - 10) Create Raise Key animation to replace "Use Key?" text widget <-Currently most desired post launch update
Out of time 11) Reduce size/resolution of Torch/Lamp textures
Out of time 12) Check meshes for nanite enabled, especially torches
DONE 13) Create portal runes using primitive shapes
DONE 14) Create updated Open portal materials from Levels
DONE 16) Write story intro and outro notes
Unneeded/Out of time 17) Create animation/delay of portal activation when entering room
Last hours bofore 11am 3July2024 Deadline
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DONE 1) Add SFX
DONE 2) Add background sound/music
DONE 3) Bughunt
DONE 4) Repeatedly update the credits UI widget blueprint animations... so... many... times.
DONE 5) Scramble to make project fit in a 1GB upload -> accomplished by creating a new blank project and migrating need maps and game instance to new project... after much suffering trying other things. lol
DONE 6) Create page and upload to itch.io
DONE 7) Enter project into Learn You A Game Jam 2024
40 minutes to spare.
Get Seven Keys
Seven Keys
Trapped by a warlock, escape your prison before the air does.
More posts
- Design Choices and What I Would UpdateJul 04, 2024
- Seven Keys - Game DesignJul 03, 2024
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