Documentation (Final Devlog)


- DIFFERENCES -

There are several differences - most of which are due to me not being able to completely implement everything. In this final build, there's a much stronger focus on the story and scenario, and things are very pulled back. Most of my character descriptions were also skipped over, mostly because I forgot them and decided to go ahead from what I wanted to do at the moment. At a point I even changed Luna's name to Lily - to be fair that is partly because I wrote a game years ago that used that name. However, most of the rooms were implemented.


This is the final version (although there are some minor differences between this and the actual in-game assets), and compared to the initial sketch,


it is for the most part, similar. Some of the deeper seasonal theming was lost, however I tried to keep the summery aesthetic I planned shortly after. The most disappointing thing however was the lost AI, and more interesting visual ideas. Most of the final ideas are rushed - still planned to fit, but could be a lot better. However, some of this was due to me struggling with Unity, between it taking minutes to reload, and in general, not having intended behaviour. I'm not entirely sure if I could've done this faster and better by writing my own engine - but it would be the ideal next step for this game (if I were to complete it). There are a lot more things that should've been done, however, it is a functioning game despite all of that. The intro cutscene is also missing from this release, which impacts the storyline.

(Unfortunately I didn't get any feedback from any sessions, and am unable to write a section about it.)

- ASSET LIST -

(Root level assets)

- container, door, door_border, door_border2 : All intended for showing borders around designated objects.

- item_prefab : Used for quickly creating items.

- note_prefab : Used for quickly creating notes.

- text_gradient : Shown when dialogue is on screen, stretched to fill out the bottom with a black gradient.

- ui_icons, ui_pause, ui_item : Main UI assets, drawn for the first UI to be implemented.

- title_background : Used for the title_screen. Uses photography sourced from myself (although heavily distorted.)

- ui_item : Prefab for letting items become a part of the inventory.

- dark ambient 2 : Composed by myself, samples "Norman Connors - Butterfly Dreams".

[Connors, N. (1973). Butterfly Dreams. Cobblestone.]

(extra_detailing)

- black : Used for creating black borders around rooms.

- brother, mother : Sprites for the other family members. Not 3D rendered due to lack of time.

- bush : Used in the back of Luna's room.

- crates : Decorative objects for depth in her brother's room.

- flowers : Used in the back of the kitchen.

- guitar : Set piece in Luna's room.

- hallway_cut : Used for parallax in the living room.

- laptop, laptop_outline : In Luna's room, used as a note object.

- pole : Used in Luna's room and the back of the kitchen.

(items)

- book, medicine, mouthwash, notepad, oil, soap, spade, sticky_note, sweater : All used as various objects. Unfortunately no mechanics were able to be implemented so they could be used.

- table : Incorrectly placed, but used in the kitchen for Luna's mother.

(lily_sprites [note: misspelt])

- anim_control, sitting, standing, walking : Used for controlling her animation.

- sitting, standing, walking : 3D rendered animations with several frames. Creates a smooth animation for the player and Luna when wandering.

(rooms)

- bathroom, bedroom_01, bedroom_02, hallway, living_room, parent_room : All rooms used in game.

(scenes)

- Main_Game : Main game scene. Most content is used here.

- title_screen : Very basic title screen, just has a button to play.

(Scripts)

- camera_control : Controls the camera, and sets it to either follow the player or lock to the room. (copied scripts?)

- camera_controller : Controls the camera, and sets it to either follow the player or lock to the room.

- control_animation : Controls the animation for Luna and the Player.

- copy_size : Unused. (No code is written.)

- current_note : If the current id is not the note, hide that note. Makes it so notes don't overlap.

- dialogue_holder : Holds phrases that the player knows and can ask characters.

- dialogue_popup : Unused. Originally for a different dialogue system.

- door_control : Controls the door mechanics, changing the player layer, sorting out the camera, etc.

- fake_parallax : Fake parallax effect, just moves objects as the camera moves.

- follow_camera : Unused.

- hide : Unused.

- inventory : Controls the inventory, when objects are added, etc.

- inventory_mover : Moves the inventory in and out of view.

- inventory_select : Lets items be selected.

- move_player : Moves the player.

- move_text : Moves text in dialogue up and down.

- move_to_game : Moves to the game scene.

- next : Used for the next button, skips to the end of text or next dialogue.

- node : Not used in the final game, but it's a function so nodes can be set to connect to each other.

- nodemap_search : Not used in the final game, searches through the nodemap.

- pause_control : Pauses the game and covers the screen.

- pick_text : Shows the dialogue options so you can pick them.

- pickup_item : For picking up items through the prefab.

- room_control : Controls the player switching rooms.

- select_dialogue : Lets you pick a dialogue option.

- show_inventory : Shows the player inventory.

- show_items : Shows items for containers.

- sky : Sets the sky colour.

- sky_timer : Controls the sky colour to be set, based on time.

- sprite_setter : Sets the sprite for the inventory items.

- talk_to : Initiates dialogue.

- text_stream : Used for the dialogue, controls the stream of text.

- wander : Used for when Luna wanders around node points.

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