Krilling Dev-Log #7

Published March 05, 2024
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This week was our last week before our planned release date, which meant my main goal was to finish off the tutorial. In addition to the tutorial, there were some issues with the AI that needed to be resolved as well.

I made some edits to what already existed in the tutorial, mainly I made the popups for controls and scaring the first victim be dialogue rather than on-screen text.

I also moved the dialogue box transition into being done by DoTween to get a more smooth movement.

Then to finish off the tutorial I needed to introduce the staff workers and add in the narrative intro. The staff is meant to be introduced after the cookbook, so once the cookbook gets closed I spawn in one of the staff and pan the camera over to them. This is also done using DoTween.

After the camera is done panning a dialogue is played that explains the staff. Then the player is back to collecting emotions just like before.

After they meet the second requirement for emotions an exit dialogue is played and the game transitions to the main scene.

Then it was time to create the narrative intro. This was just another scene that I created that plays a little narrative intro dialogue as the boat pulls up to the hotel and then loads the tutorial scene.

After that were the numerous edits to the AI, there was a bug that was causing the AI to complete their tasks faster than normal sometimes, there were lots of nav mesh errors, AI walking through things, AI unable to walk up stairs, etc. Most of the nave mesh issues were just solved by making objects static and then rebaking the nav mesh.

Once all of the bugs were done I made some edits to the POIs in the scene, primarily adding new sitting locations using chairs that were newly added to the scene, and increasing the number of dancing locations near the stage.

That is the cliff notes version of this week. It was a pretty hectic week, with lots of incredibly small changes that are easily forgettable, but these were the major things done this week. Next week we should be released, meaning hopefully it will be a slower week with less to do for the team to recover their energy.

Previous Entry Krilling Dev-Log #6
Next Entry Krilling Dev-Log #8
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