Dev Log - Game Jam Assets & Effort Involved




The following is a short(?) list of the main assets used and my efforts with them. It was a very chaotic 2 weeks - so I may adjust this if needed. Now, I'm going to take a breather. :)
DARK UI -------------------
- Start with asset as base - customize images, menu logic.
- Completely new asset I had to quickly learn. Simple image replacements, minor config.
- Custom modification/implementation for my MainAudioMixer to support additional mixer groups
- Custom modification for SplashScreenManager - override the deactivate all children and allow array of excluded game objects
COZY -----------------------
- Numerous adjustments throughout the Jam
- Convert Earth configurations to resemble Mars. Moderate effort to convert all colors, curate atmosphere/ambience profiles. Adjust satellites. Remove "Earth's Moon", etc.
UCC ------------------------
- Integration of Synty Model
- - - Mostly Low effort - UCC natively supports humanoid models. Did require manual configurations for various fields and colliders.
- Integration & Customization of Agility Pack
- Integration & Customization of Climbing Pack
- Creation of new (separate) Item Collection (Inventory system - high effort)
- Vector adjustments for every equippable item (Manual adjustments in scene mode to position correctly on the model)
- Ongoing adjustments/tweaks throughout the Jam (especially for climbing and swimming)
3D Scifi Base --------------- (asset)
- Asset used as a base / starting point
- Older asset that required a decent amount of clean up and customization
- Numerous objects needing some clean up & missing colliders - character could clip through
"SENTINEL" System -----------------
- Entirely Custom "Sentinel" Security System (in-game turrets & light controller)
- Controls Turret Behavior (Power up, down, patrol start, patrol stop)
- Controls Sentinel Lights
- Target Identifier component (turrets will analyze a target and either standdown or engage) - Pending completion
- Integrates Sentinel Light Sync with existing base lights - some lights still pending
CHARACTER ---------------------
- Synty Models (Mech Pack) - Mostly untouched
- Custom (unique) visual shield system
WEAPONS ----------------------
- Synty Models (Mech & CyberCity Pack) - Pending, several custom weapons withheld from first version to debug
MECH ------------------------- (Synty Model)
- Created several poses (via Mixamo) for Mech(s).
- Added SFX to add some depth/mystery
Energy Shield & Force Field (Visual) Effect ----------- (Previous asset I originally created for my "TDS" Game)
- Custom "Dome" shape - made in blender for double sided mesh so player collider could exist inside of the dome collider.
- Custom script for handling shield interactions with UCC
- Custom methods for controlling shield animations
- Custom Script for Bridging Health/Shield value's with incoming Emerald AI Damage
- Custom Script for handling SFX audio events based on shield status and values
Enemy Creatures ------------
- - High Effort
- - Creature is asset, but no animations
- - Humanoid behavior and animation custom
- - Integrate Model & Animations with Emerald AI 2024
- - Custom Audio Sounds for behavior events
- - Integrate custom blood/gore splashes on hit
A* Pathfinding -------------
- Integrate UCC enemies to use A* Pathfinding for performance gains
- Integrate with Emerald AI (see below)
Emerald AI 2024 ---------------
- Custom integration with UCC
- Custom integration with A* Star Pathfinding (modified/patched several core Emerald scripts)
- Custom enemy creation including custom animations, weapon types 1/2
- Replicate existing abilities but customize for "enemy" theme
Custom "Scene Manager" ---------------
- Custom Singleton Manager for smooth, scene transitions
Stylized Water 3 Integration with UCC ---------------
- Somewhat difficult due to UCC object/surface identification & collider issues
- Current implementation is not ideal for water interaction. Shader reduces much of the effect (to be improved later)
- Some compatibility issues with Unity 6 (pending dev updates)
Custom "GameLevelManager (Pause & Game Over Handling)" ---------------
- A relatively simple but custom level manager for handling the pause and game over events
Magica Cloth 2 -----------
- Added "Cape" as last minute addition
- Custom double sided mesh
- New asset I got to learn / try out
Last Minute Changes-----------
- Tweaking the game loop slightly for a better game over experience. Player can enter the airship if they survive the night, or just roam around.
- Improved enemy pathfinding via Funneling
- Fix time scaling/cursor issues on level end
- Add Music Volume Slider to Pause Screen
- Learned Itch's Butler system so I can deploy via cmd line & push updates instead of a big .zip file
Leave a comment
Log in with itch.io to leave a comment.