Daily Devlog #2


Going In, Just to Get Pulled Back Out!

The least I can say for today is that progress was made. I'm able to get two Unreal Engine sessions in per day, and there is always something for me to find, or something for me to look into after laying down to sleep and asking myself, "So, how did it go?" - "Well... it could have gone better."

11/05/2024

I started my sessions the way I had planned to all along, adding the new assets I made yesterday and hoping that I would move onto something different. The new jumpscare sequence is in the game and I absolutely adore it. I found myself getting caught, just so I could see it again. The new image is also in the game, after I made another small edit in Krita. Basically, you are holding a piece of paper, and it looks better if the image has a paper texture to it. 

I then moved onto testing something I set up earlier in the day. Okay, so imagine this - you walk into a trigger and it only operates 50% of the time, this means that it is possible to walk in the opposite direction to activate it again. But walking in the opposite direction, puts you more or less facing away from the event that's being triggered. That's no good. So I had to add a trigger that turns off the event if you are comin in from the opposite direction, and then another trigger to turn it on when you are approaching from the proper direction. At the end, this required testing, and UE5 sometimes helps in that regard. SOMETIMES the blueprints show me the nodes being activated in real time. And SOMETIMES, it shows me nothing and I have to guess.

So you can also imagine that I walks up and down the hallway trying to activate the triggers, going back and forth until I realized that the "Turn On" feature was not working. Turns out, I forgot to connect the actors to each other so they would work together. Hmm,  okay. I've ultimately left this all to chance. According to MY logic, all of the triggers should be working. I got to try it once and it worked. I'm going to have to leave it up to future testers to tell me if they ever encounter any problems. Of course, I'll keep testing just to make sure.

Two more things popped up during my playthrough. Minor bugs. Uh, interacting with a certain doors too quickly turns off the BGM. Hmmmmmmmmmmm... And then for some reason, a piece of dialogue played twice and would not go away. These in particular are very hard to spot, and game breaking since having a piece of dialogue on the screen obstructs all future instances of dialogue. Easy to fix though - I just used the "Do Once" node. <3

Looking forward to tomorrow since I will be able to put in a longer dev session.

Get The Project G Incident - Tape 1

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