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13042020

Woke up at nearly 1400, then spent the rest of the afternoon more or less responding to emails. By the time I was finished I wasn’t really in the mood to do any in-engine work so I spent some time working on conceptual stuff. 

The most major decision I’ve come upon is the implementation of a world clock, which will start ticking as soon as the game is loaded, and track changes and events across every part of the world. This means that the player can at any given moment be “missing out” on one event or the other, and that it will be impossible to experience every possible thing in the game in a single playthrough. This not only is a more realistic solution I imagine – seeing that in reality, events occur entirely agnostic most of the time of one specific observer – but it also encourages multiple playthroughs to experience “everything” the game has to offer. The idea originally came to me after seeing a video of a Dead Rising playthrough recommended to me on YouTube.

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13042020

Easter. Implemented interactions – audio and visual cues – for when Avery interacts with locked doors. Nothing fancy, but work is work. Also spent some time cleaning up the overall project structure.

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