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About this blog

My blog of the the development och my project 'Tracked Mind' is going.

Entries in this blog

Thirteenth Entry - September 10, 2019

Hi all! This is the thirteenth entry of my development blog for my project 'Tracked Mind'.  I'm happy to inform you that we now have a voice for the main character. I'll post more information about the voice actor himself in a later post. You can hear his voice in the video below. I decided to set the chance of hearing the character's voice when picking up items to 100% to test the voice lines. There are more voice lines that I'm adding to the game at the moment. Let me know what you think.  To add to the aesthetics of the inventory system I created some new icons for the items in the game. I've attached a screenshot of that in this post. I also attached a screenshot of one of the hallways in the apartment complex.   I've continued to build the apartment complex that I mentioned in the previous post, there are some problems with the lighting that I'm looking into. I'm going to focus on building the apartments for the next blog post. I've posted a new video showing parts of the level here:     
What's new?
General changes - New inventory item icons.
- Currently building map: The apartment complex.
- Voice lines for the main character.   Known Issues - Minor lighting glitches in the apartment complex Don't forget to follow the game on twitter on Twitter: https://twitter.com/ClovetasticI And if you want to contribute to the game you can do that at our Patreon page: https://www.patreon.com/clovetastic   Thank you!
/Mikael Henriksson - Clovetastic Interactive  

Mikael Henriksson

Mikael Henriksson

Twelfth entry - 8 August 2019

Hello! This is the twelfth entry of my development blog for my project 'Tracked Mind'.  I wasn't completely happy with the current inventory system, so the game now has a new system. You can see what it looks like in one of the screenshots that I'm uploading. The problem I had with the old one is now gone, and the new system can support more information about the objects.
I decided that there won't be an ammo counter on the HUD, but it is possible to check how much ammo is in the current firearm, and of course you can see how much ammo you have in the inventory.
I think that the "check ammo" feature will add a bit more immersion but it will also hopefully teach the player to be ready for the next enemy encounter. 
What do you think about that feature? Besides that I have been focusing on building and designing the apartment complex that I mentioned in the last post. I'm uploading some screenshots of that level.
Why will the main character be at that apartment complex? To not spoil too much of the story I can only mention that the main character has to search for a specific item in one of the apartments.
The problem is that a street gang took over when the land lord abandoned it, the economical crisis plaguing the town really hurt the manpower of the local police force. The Police had no chance to stop the street gangs from taking over many parts of the town. But are the gang members the only thing that can give the the main character problems in the apartment complex? I'm planning on recording a video that shows a bit more of the combat of the game. Stay tuned for it! It is now possible to contribute to the game at: https://www.patreon.com/clovetastic
Any support helps me a lot!
  What's new since last post? Here are a few things:
General changes - A comletely new inventory system.
- Currently building map: The apartment complex.
- Adjusted the fire rate for the Pistol, it's now quicker.
- A new Patreon page. Bug Fixes
- Ammo stacking works again thanks to the new inventory system. Don't forget to follow the game on twitter on Twitter: https://twitter.com/ClovetasticI Thank you!
/Mikael Henriksson - Clovetastic Interactive

Eleventh Entry - July 10, 2019

Hello!  This is the eleventh entry of my development blog for my project 'Tracked Mind'.  I decided to not wait with a specific update that was needed to update the engine version that the game is based on, so I went back to a backed up version, but I didn't lose any progress (yay for backups!).  I'm currently doing some level designing, I'm focusing on an apartment complex that the Player will have to go through. It's a bigger part of the game where a lot of story and lore gets revealed, so I will be busy with this part for a while. 
Along with that work I have been adding a new enemy that I mentioned during the last post, it's the creature "Draug", which might sound familiar if you have played The Elder Scrolls: Skyrim.
The creature is actually part of Norse Mythology, and it's very different in this game compared to Skyrim's version of the creature. What's new since last post? Here are a few things:
General changes
- Added a new level
- Added a new enemy: The Draug
- Added a new model for some human enemies in the game, both the unarmed and armed ones.
KNOWN ISSUES   - Item stacking in the inventory.
Thanks once again for reading!
/Mikael Henriksson

Tenth Entry - June 2019

Hello! This is the tenth entry of my development blog for my project 'Tracked Mind'.
Summer has arrived here in Sweden. And I'm officially on vacation which gives me more time to work on the game!
I've updated the project to the latest version of the Unreal Engine which took some time. I stumbled upon another problem along the way, now I'm waiting for a plugin to be updated, which is why I don't have any new screenshots to show at the moment. Luckily it has given me time to learn about how to improve the first person animations, and I've been testing the enemy AI. Mostly to see what works and what doesn't. It is now possible to follow the project and company (Clovetastic Interactive) on Twitter as well at: https://twitter.com/ClovetasticI . I will be posting the Blog entries here as usual but I will post smaller updates or "behind the scenes" photos on the Twitter page. You can also meet the living mascot "Clove" on the Twitter page. I have not created a Patreon page yet, I have been trying to see if there are other options but Patreon seems to be the best option. 
What's new?: - Updated enemy AI. - New character model for a specific type of enemy (more information about the enemy in a later blog post)   Bug Fixes: - General bugs and error that popped from updating to a new version of the game engine.    /Mikael Henriksson
 

A new video

A midweek update: I posted a new video on Youtube showing some of the new mechanics in the game. You can watch the new video here:   Take care! /Mikael

Unreal Ninth Entry - 30 March, 2018

Hello!
This is the ninth entry of my development blog for my project 'Tracked Mind'. Since last time I bumped into two huge bugs while implementing new things to do the game, and those bugs would have ruined a lot of progress, but luckily I backed up the game right in time so it was easy to roll back from a previous backup. At first I thought I had to roll back to an earlier version of the project due to confusion about when I backed up the project last. Thankfully I didn't have to do that. The lesson I learned and that I would like to share is: It's really important to back up your project and doing it at the same time each week or even day helps!  I lost some progress with the level design but I was able to recreate some other things that I was working on. So right now I'm working on making some new environments that I can use for recording a video to show what the game looks like now and how the mechanics in the game works. I'm uploading a few screenshots this time, one that shows a new part of the inventory that gives the Player some information about the selected item. A longer description about picked up items will appear as a Journal entry. I've been trying to experiment with indoors lighting, with different results. Let me know what you think based on the screenshots that I've uploaded    
What's new?: - A new detail window for all the items in the inventory. - A new footstep system that is more accurate and independent from animations. - New post process effects, some for making the game look better and some made to be used when the stress meter is full. - New Journal entries for enemies and items.    Bug Fixes: - Fixed a bug that prevented the Player to pick up items.      Take care!
/Mikael Henriksson

Eight Entry - February 23, 2019

Hi! This is the eight entry of my development blog for my project 'Tracked Mind'. I was planning on releasing a new video to show you all what the game looks like right now, but I discovered a bug when the Player interacts with some items. So the video will have to wait until I have fixed the bug , I  decided to upload a few new screenshots instead. One of the screenshots shows an early version of an abandoned house that I’m currently working on. In the next blog post I’m planning on uploading another screenshot of the house to show you the progress.  Items affected by physics are now making noises when moved or hit by something, they all make different sounds depending on what material they are made of
What's new?: - Water reacts to the Player and creates ripples. - Items that are affected by physics will now make sounds when moved or hit by something.   Known issues: - A bug stops the Player from interacting with some items.
Take care!
/Mikael Henriksson
 

Seventh Entry - January 24, 2018

Hello everyone!
This is the seventh entry of my development blog for my project 'Tracked Mind'. Christmas is over and I hope that you all had a nice holiday! 
I added a few new things to the game, a notification system and a journal system. The player will now receive different kinds of notifications on screen when they pick up items and another kind of notification when they unlock new journal entries. 
The journal can be interacted with during the game and will show information about: items, encountered enemies, notes, tutorials etc.  
My current plans are to do a few more changes to the inventory system and to start to do a lot of the level design!
What's new?:
- Added a notification system. - Added a Journal system. - New sound effects. - Added climbable ladders to the game. - Tweaked range of melee hits for the Player.   Bug Fixes:
- Fixed a bug that muted footsteps sounds after hitting with a melee weapon. 
- Fixed two other footstep sound bugs. Until next time! /Mikael Henriksson
 

Sixth Entry - December 22, 2018

Hello and Merry Christmas! This is the sixth entry of my development blog for my project 'Tracked Mind'. Christmas is almost here which means that I've been focusing on getting real life things ready in time for the holiday. But I managed to get things for the game done earlier this month I did some work on the inventory in game, it is now not possible to drop important items. Items such as keys and weapons. The weapons that the Player picks up can now be equipped through the inventory screen. So far I've decided to not allow the Player to drop their weapons. That creates a problem or challenge though since the slots in the inventory are limited. This is all just for testing purposes but I have a few ides that I'm going to try before I make a final decision. There is a new melee weapon in the game: a one handed hammer. I've learned how adding new weapons can be done easier than it was for me before which always is a great thing. I'm planning to add more melee weapons with different stats in the future . A new melee enemy that is armed with a sledgehammer has been added to the game, the more the merrier Something else that I've been implementing is the ability to check how much ammo is left in the equipped firearm. There is no ammo counter on the HUD (heads up display). My plan for the final version of the game is that the Player will lose all remaining ammo that is still in the magazine when they reload a firearm.   Some changes this month: - Updated the inventory system. - New item icons for the inventory added. - A new melee weapon: a hammer. - The Player can now pick up and read notes. - Added the ability to check how many bullets/shells are left in the equipped firearm without going into the inventory. - It is now possible to find and pick up weapons, equip/unequip the weapons from the inventory screen as intended for the final version in the game. - A new melee enemy wielding a sledgehammer with new animations added to the game.   Bug fixes - Fixed another animation bug while reloading the shotgun. - Minor optimizations to get a better frame rate.   Thank you  everyone for reading and Merry Christmas! /Mikael Henriksson

Mikael Henriksson

Mikael Henriksson

Unreal Fifth Entry - November 10, 2018

Hello all! This is the fifth entry of my development blog for my project 'Tracked Mind'. Since last post I've been taking care of the system that controls how the Player character moves and how stamina effects movement, and of course some bugs that appeared while I implemented it . The new version of the movement system will be able to keep a better track of the Player's stamina and different movement speed depending on the Player's stance etc. I am also creating the first draft of a couple of new maps. I'm uploading a few new screenshots of the game, one of them shows one of the new maps, let me know what you think!    Some changes this month: - The movement system has been updated. - New maps (first draft of them).
Bug fixes - Fixed a bug that would prevent reloading of the shotgun. - Fixed a bug that caused the Player to be able to sprint even when stamina was at 0.   Thank you once again for reading! /Mikael Henriksson

Mikael Henriksson

Mikael Henriksson

 

Fourth Entry - October 7, 2018

Greeting readers! This is the fourth entry of my development blog for my project 'Tracked Mind'. This month I've been focusing on learning how animations work in Unreal Engine 4, especially how different character stances would look and how different animations blend together, and to make it all look good of Course. I am very pleased with the result and that I will be able to use what I have learned in this project. I have also been doing some research on the lore of the game and how non-human creatures would fit into the story.  The idea of adding an ability to do a short backwards dodge does not seem to be a something that fits the game’s pace, it might make the game too easy in certain situations as well, but I will keep testing it to see if I change my mind. Sadly no new screenshots or development videos yet but I’m planning on uploading some during october so stay put. Some changes this month:
General changes Added new effects for some enemies that will "evaporate" when killed.
Added new weather effects Thank you for reading! /Mikael Henriksson

Mikael Henriksson

Mikael Henriksson

 

Third Entry - August 2018

Hello again! This is the third entry of my development blog for my project 'Tracked Mind'. I have been focusing on updating the melee weapon systems for both the AI and Player. The Player's melee system which used to be a placeholder has now been changed completely and is more accurate, the previous version had some problems with the hit detection. The ability to block/parry the AI's attacks has been updated as well. One of the bugs with the previous version was that the Player would be able to block the attacks while looking at the wrong direction. Happily that has been solved now . I also updated the recoil for the guns in the game. Now the Player will benefit from trying to learn how the recoil affects the aim. So far the enemies in this version are mostly walking around until they see the Player, at that point they run right at the Player. I added a new enemy that is focusing on ranged attacks, they are not meant to do a lot of damage but to increase the Player's Stress meter.
I'm thinking about adding the ability to do a short backwards dodge which will consume most of the Player's stamina as a last attempt to avoid damage. What do you think about it? Will it make the melee combat too easy? New this time? Here are a few things:
General changes Big updates to the melee weapon system for the Player and AI.  Added the ability to do headshots on enemies. Added a new enemy that focuses on ranged attacks. Changed the melee system for the Player. Tweaked the bullet spread again for the pistol and shotgun. Updated recoil for the guns.
  Bug Fixes Fixed a bug that allowed the Player to block melee hits while looking in the wrong direction. 
Fixed a bug in the Player's Melee hit system which would make it impossible to hit the enemy if they got too close.
Other minor fixes. /Mikael Henriksson

Mikael Henriksson

Mikael Henriksson

 

Unreal Second Entry - July 2018

Hello! This is the second entry of my development blog for my project 'Tracked Mind'. I recently returned from vacation which is why this blog update is shorter than last time. I'm gathering my thoughts at the moment about how to plan what to do next, although I've already continued to work on the game I have been focusing on animations for the AI and it takes a lot of time to get things right. Luckily there are new animations in the game since the animations that the AI had in the alpha footage are very "stiff" so I'm happy that I've got some new ones I have also created a new level for the beginning of the game (it's in a rough state at the moment) but it's nice to build up the start of the game to test some ideas and to see how the pacing is. The movement of the main character is supposed to be slow but making it too slow will just be annoying. Those details are easy to fine tune along the way though What's new since last post? Here are a few things:
  General changes  Added different sound effects for bullet and shell casings that are being ejected from the Player's weapon when firing.  Added a new level. The melee weapon system has been tweaked slightly, it's still a placeholder system. Added new effects that occurs when the Stress meter is full. Added light effects that appear when firing weapons. Tweaked the bullet spread for the pistol and shotgun. New music tracks added.   Bug Fixes Fixed a bug that caused physical objects to move in "unnatural" or illogical ways. Other minor fixes.   KNOWN ISSUES Melee system is not working at certain distances.   Thanks for reading! /Mikael Henriksson

Mikael Henriksson

Mikael Henriksson

Unreal First Entry

Welcome! This is the first entry of my development blog for my project 'Tracked Mind'. In my blog posts I'll mostly let you know on what I'm focusing on and what has been changed, fixed or added to the game. Let me know if there is something specific that you would like to know about the game!  I released an alpha version (1.0) which was tested by a very small audience. In that version of the game you couldn't really do much not even die). You could move around, different footsteps would play depending on the material underneath you, open/close the inventory, interact with doors and equip a pistol (the pistol did not work at all). I created two small levels for the audience to walk around in, with a few "scary" events happening on the way. There were no enemies on any of the levels (since you could not do any damage to the enemies anyway. It all in all you could get to the end in a couple of minutes. That was the state of the game back in early February 2018. What has changed since then? I decided to write down the biggest changes so far. So here are the patch notes for Alpha version 1.1:
  General changes  Added menus to the game. Main menu, graphical options menu, pause menu and so on. Added a new interaction system. You can now interact with a lot more objects then just doors. For instance: light switches, buttons and drawers.  Added controller/gamepad support (Tested with an Xbox 360 controller for PC). Added rumble/vibration to the controller. Added a new outdoors level to test video/post process effects. Added a functional pistol that can do damage, impacts the environment with different effects and sounds depending on what material the bullet hits. It is possible to "aim down the sight" which makes the shot more accurate. The bullets are now also able to affect physical objects.  Added a functional shotgun that can do damage, impacts the environment with different effects and sounds depending on what material the shells hit. The shotgun is stronger but inaccurate at a distance (since the projectiles in the slug spreads). It is possible to aim with the shotgun but the main character will simply raise the weapon closer to the camera. Added a melee weapon, mostly for testing different ideas for a melee system. It is possible to do damage to the AI and block incoming melee attacks. The block function needs a lot of work before it's though. Added different enemies with working AI for testing. They can be hurt, killed and hurt the Player. The enemies will either wait or walk around the levels (some are sometimes walking far away from their starting position so during testing the enemies have turned up in surprising spots and truly scared me! They can also see and hear the Player. Firing a weapon, walking and running makes noise. Added footsteps and a "noise" system. The footsteps will make less noise and make the Player harder to notice if they crouch and easier if they run.  Added visual effects such as: A red flash when taking damage or a white flash when blocking melee damage. (Hopefully making it easier for players who are hearing impaired to play the game). Added a Health system, the Player can now be hurt and also die! Added a "Stress" system. The Stress meter raises if the Player takes damage, and the only way to lower the meter is to hurt an enemy with a melee weapon.  Added different types of "headbobbing" and camera movement. Added several screen effects. Added a lot of new sound effects (too many to list).   Various other minor things added.   Bug Fixes Fixed the Stamina meter not lowering when sprinting as planned. Fixed a bug which caused the Player to not being able to "uncrouch". Fixed various bugs which caused lower framerate in certain areas.    Other minor fixes.   KNOWN ISSUES Melee system is not working at certain distances. Bullets can cause physical objects to move in "unnatural" or illogical ways.   A lot of progress since the last version of the game, but still a long way to go Take care! /Mikael Henriksson

Mikael Henriksson

Mikael Henriksson

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