Devlog #5


Bear in mind that the updates and plans outlined in this document represent changes that will go live for our next build release (alpha), so what you see here are changes that have already been implemented but you’ll need to wait a little more for 😉.

New Features

(new!) Interactable Object System!

💡 Whenever a player gets close to an interactable (non-pickup) object, pressing the interact key has effects on certain elements of the map (such as turning a light on or off).


Technical Accomplishments

(QOL change) Border highlight around object player can interact with!

💡 Now players can see an outline around objects that can be picked up / interacted with.

  • When the players get close enough to interact with objects that can be picked up / interacted with, their standard white outlines changes color to reflect if the object can be picked up (Yellow) or interacted with (Blue).
  • Once the player can no longer interact with these objects, they go back to having their standard white outline.

Perfect Corner Wall

  • When building our initial first level, we encountered some challenges with positioning the walls perfectly for the wall/corner switching mechanic
    • We realised that constructing/positioning the walls and corner detection colliders manually was not feasible as levels got more complex and the number of walls increased
  • Automated the process of setting up the walls and the corners so that everything aligns pixel-perfect.
  • Having the correct angle and be able to position the corner perfectly is crucial for the corner swap system.

Updates

More progress towards polishing the first level

💡 Completely rebuilt the first level

  • Used the new Perfect Corner wall system for a cleaner floor plan layout
  • Tweaked object placements and puzzles
  • Incorporated new art assets and improved upon the overall aesthetics of the level
  • Added more UI elements such as a Pause menu UI and Loading screen UI

Other Miscellaneous Changes

  • Helpful UI: objects that a player can interact with now display a text alert letting the player know how to interact with it (which buttons to press to do a shown action).
  • Replaced default transparent material for shadows with a custom shadow shader
    • Overlapping shadows no longer result in darker regions


Next Steps

  • Finish up Collectible System
  • Fully incorporate Interactable System
  • Level 2 Development (start to finish)
  • Keep incorporating new assets created by the arts and music teams into our level design.
  • Further polishing and bug-fixing with the new level designs.

Get Shadow Traveler

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