I’m really happy to announce that the final, fully revamped version of the blue test is now out!
Compared to the old demo, it features new areas, better, more nonlinear gameplay, a whole new gameplay mechanic (taking photos), a more detailed level, slightly improved graphics, no shadow flickering and a brand new SCP-093 disk model.
Again, it doesn’t look like a lot because of script converting, but I’m almost done now.
- Set up Patreon
- Script converting
- Finished new tutorial
- Added sprint timer
- Subreddit CSS by @Saint
- Converted most of the scripts from JS to C# (Here’s why)
- Started remaking the tutorial (to migrate it to the new level editor and adapt to new gameplay features)
…not much else, mainly because I spent 2 days on my new side project, SCP-3008, and because converting all your scripts is exhausting.
No progress last week because of vacation (visited NYC = no long driving = no time for devving).
But now I’m back home with my desktop setup, so progress will speed up a bit.
- Engine upgrade (Unity 5.5.2 -> 5.6.3)
- Adjusted Bloom, DoF, Film Grain, added Lens dirt effect
- Fixed most light/shadow glitches
- Fixed noclip
- World-space GUI screens
- Story/UI scripting
Keep in mind I’m still on vacation and developing on a handheld with a 5.5″ screen powered by a 6W Intel Atom chip, so progress is way slower than when I’m at home 😉
- Level building
- Story scripting
- General polishing
- Fixed bug: Sensitivity and Crosshair options won’t save
- Added third-party in-game log viewer
A fully revamped edition of the blue test demo will release soon, but I can’t finish it on vacation since I need a lot of GPU power for lightmapping; my desktop is (in raw GPU power) around 25x faster than my GPD Win.
I’ve decided to write a bit about the scripting in my game.
Today: The camera system.
The cam can be opened with C and views a snapshot of the control’s video feed. It’s not displayed in real-time because that would be too easy since the player could just run around with the cam open all the time.
The camera screen is a render texture that displays the image from a separate camera, the control’s cam.
This camera has a bunch of post-processing effects to give it a more “video feed” look. To keep this look and avoid a frame time spike when brining up the camera, it only renders at a pretty low resolution.
The cam itself renders all the time, but it’s always disabled. When the player presses C, it gets activated for just one frame, just enough to give the screen an updated image to display.
The photo system
There is a script attached to the screen which handles taking photos.
If the player opens the camera, a ray detects the object the player was looking at and checks if it has a “PhotoRequired” tag. If it does, it shows a message that it was saved by passing the object’s name to the “infotext” dialogue system.
Internally, the photographed object’s name gets added to a list which can be accessed by other scripts later.