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

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