spncryn/log

24042020

Started working today on the text input backend for the log entry UI. I’m not sure if I’m entirely satisfied with my current implementation – I imagined it was gonna be a bit more like a traditional text editor compared to what it is now, which is more like… a longform messaging service? – but maybe a good deal of that has to do with the fact that the overall visuals are pretty unsatisfying currently. 

It includes audio, which I’m not sure how to handle: I initially had it so that each keypress input one letter, but the overall process was incredibly slow and taxing upon one’s fingers after a while, and on top of that, the audio for each keypress played too quickly so that it sounded really robotic and not lifelike at all. As a solution to both issues I’ve currently implemented a solution which involves having the player hold down a key to advance the text automatically (as opposed to manually typing in each key), which then loops a prerecorded audio sample over it. It’s still rather tiring in the way that I initially intended as the player has to sit there and “manually” enter the text in a way, without being overly taxing to the point of frustration. This also makes it easier for me to implement controller support later on as well in a very straightforward manner, as opposed to individual keypresses.

Well, I’ll continue experimenting with it moving forward.

Tomorrow I’d like to try to implement a system for it to save/load written entries, as well as the ability to read previous entries. Hopefully I won’t have to build an entirely separate object for it and I’ll be able to keep it all pretty contained… but we’ll see.

23042020

Finally got to work on the workstation UI: completely finished the login/logoff animations and started implementing the foundation of the command prompt, which I’m gonna try to fully set up (at least visually) by the end of tomorrow. Today was a pretty productive day and I’m satisfied with both the rate of my work, as well as my overall mood and ability to stay concentrated.

22042020

Started the day off intending to work on the UI for the computer, but ended up almost immediately switching over to writing some more logs. I got a pretty substantial amount done today: two full entries, and a bunch of revisions and edits on some former ones as well.

Jacob released ITTA today! So far it seems to be doing quite well, both commercially and critically. I hope the rest of the week goes well for him…

21042020

Making my entry a bit early today: I woke up very late, around 1400, and just felt incredibly tired, so I decided to take the day off to refocus my attention and recuperate some energy. Tonight I’m gonna review my list of priorities and write up a new task list for this week. I’m also going to try to go to sleep earlier so I can wake up back on schedule tomorrow.

20042020

Finished and submitted the Ludum Dare Entry, called “First Love / Late Spring”. I’m quite satisfied with how it turned out, although we could’ve used a bit more time fixing bugs… All in all Ludum Dare was a very good experience, and I’m glad I participated.

Tomorrow it’s back to work as usual. Even though it’s just been a weekend, it still feels good to return to schedule.

19042020

Thought the submission deadline for Ludum Dare was tonight, but it’s in fact tomorrow (Monday) at 2100, meaning we have an extra day to work. We finished up all the fundamental framework – for better or worse… – meaning that all the work tomorrow will just be spent on whatever additional content we feel like adding for fun and flavour. 

Working on all this has given me a lot of experience and motivation to get back to work proper, especially considering that just before I started this side project I was struggling to find a sense of structure while setting up the diegetic UI for Work. This detour has definitely improved my sense of confidence in myself and my ability to work quickly and with great intent; not to mention my mood in general. 

18042020

Woke up at 0700 and spent the rest of the day working basically continuously on the Ludum Dare entry with Nate and Jacob. It’s the most productive I’ve both felt and, in virtually every sense, been in over a year now I reckon. I’m quite surprised not only how efficiently I was able to process the tasks at hand – which admittedly I underestimated pretty dramatically, to put it one way – but also how consistently I was able to work throughout the day and stay focused. It really helps to have good friends to work alongside, as well as the brevity of the overall project. I have high hopes for the project, and it’s already turning out considerably more impressive than my initial expectations allowed.

17042020

Woke up late today around 1400 even though I specifically made sure to go to bed on time last night… I struggled for about an hour to figure out what to do, before starting work on building the framework for the computer. I got the basic animation for accessing it ready – it shifts in from the bottom into the centre of the view, and then zooms in until the in-game screen fills the actual screen (probably gonna have Avery log off every time she finishes using it so it reverts to a static screen that can be used every time the animation plays instead of having to fuck around with a dynamic surface) – so next time I work on it I’ll probably design the login screen, with an automatic password fill animation, with a login sequence. 

In the meantime Jacob, Nate and I are participating in Ludum Dare Jam this weekend, so the next two days’ work is cut out for me. The idea we came up with is very interesting to me and I’m excited to see how it turns out. 

16042020

Woke up on time for the first time in a while today at 0630, and spent the morning until just after 1300 recording foley for the washer-dryer and implementing 3D audio in-game, after which I fell asleep for some time. It sounds pretty good now and the 3D audio works well to sell the effect. Although it’s not really the most interesting or important thing by any means, I’m still satisfied with the effect and consider the day’s efforts to have gone well.

15042020

Woke up late around 1300 and didn’t work on anything in-engine all day. I spent most of the afternoon writing up the update for this month, which you can read on Kickstarter here as usual. It felt a bit more taxing to write than usual but maybe that’s just because I haven’t written anything meaningful in a while. Tomorrow I’m gonna try my best to start working on something more substantial: maybe more interface stuff, or some more environments (which I haven’t really touched in what feels like over a month now). It’s still a bit early to say for sure but I have a feeling I’ll probably work this Sunday again too. 

14042020

Implemented JSON-based save/load system for room-based objects (ie, fire structures, the bivouac, etc). It was surprisingly straightforward and went without any major issues whatsoever.

As part of this, I also switched the initial player spawn from an actual in-room object, to an independent instance_create call that runs in the room’s creation code, and checks to see if the player object already exists (which it should, as the player object is persistent). This functionally means that the player can now return to the starting gorge area.

I spent the rest of the afternoon working on this month’s Kickstarter update. It’s not anywhere near done yet but I think I’ll be able to get it published at a respectable time tomorrow: the article itself is pretty straightforward in terms of topics (UI stuff, the outpost), so I don’t foresee any potential blocks.

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.

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.

11042020

Built the foundation for viewing documents, starting with the poster for decontamination procedures in the outpost washdown room. Graphics such as documents will now be displayed at full-resolution, preserving the crispness and legibility of text. They can be panned vertically using both the movement keys and the mouse wheel. I didn’t add horizontal motion given the aspect ratio of the screen; I don’t think it’ll be necessary but if it is for whatever reason it should be very easy to implement.

I went to bed almost at sunrise yesterday (or perhaps today…), I stayed up all night playing Modern Warfare for no particular reason and woke up some time around 0200. I really need to rein myself in and regain some control. My work schedule this week has been pretty poor so I think I’m gonna continue working tomorrow as well instead of taking the day off as I normally would. Hopefully it’ll make up for some of the work I lost this week due to my inefficiency.

10042020

Finished up the audio for the shower and implemented functionality for the toilet. Tomorrow I’m gonna draft some interior graphics – various diagrams and posters and such – which will the player will be able to view. I’m not sure yet how I’m gonna handle the resolution issue; ideally I’d like the player to be able to zoom and pan the image but depending on how difficult that is to implement (I imagine it’s gonna involve some bullshit with views), I might just not bother. We’ll see though tomorrow…

09042020

Completely finished up the toilet, and implemented several QoL changes to the action menu UI that improve its flexibility universally. I still have to work on the shower tomorrow but it’s not too much work; I’ve just been lagging behind for no particularly good reason.

08042020

I’ve been waking up later and later this week: today I didn’t get out of bed until 1300. I’m not exactly sure what it is. I’ve actually been feeling pretty okay lately, and I don’t feel particularly tired or lethargic during the day either. I’m also not going to bed at unreasonably late times. I guess my discipline has just loosened for whatever reason.

Finished up the audio for defecating in the outpost toilet. I still have to make audio for urination and implement the appropriate excretal mechanics but neither of those should be particularly difficult and I imagine I’ll be able to get them done quickly tomorrow. I’d also like to get the audio for the shower done tomorrow as well, and implement the basic foundation for hygiene.

07042020

Implemented basic interactions for interior toilet and shower modules. The player can now enter and exit them properly. I held off working on them for a while because I thought I’d had to do special animations or whatever but the solution was thankfully much more straightforward in reality. Tomorrow I want work on the audio for them and hopefully get them finished up proper. 

06042020

Woke up late today around 1100, and felt a complete lack of motivation to do anything, let alone work. After answering some emails shortly after I woke, I spent the rest of the day just playing video games, without any real sense of purpose or even desire. I thought about perhaps making up some work tonight… but honestly, I don’t feel like I’d be able to get anything done anyways at this point even if I did make an effort. Hopefully I’ll have a better time tomorrow…

05042020

Took the day off. Finally picked up Modern Warfare for PC – it’s quite good, it feels a bit different in pacing from what I remember of what I played on PS4 (although I’m not quite sure if the $45 I spent has really justified itself yet).

04042020

Finished up the initial pass for the whiteboard today, and got it uploaded for #screenshotsaturday. The idea is that it’ll gradually change over the course of the game to reflect events and thoughts; I’m not sure how many variants I plan on making yet but it shouldn’t be too difficult to implement once I do manage to figure out. 

My goal for the end of this month is to completely finish up the outpost, and all of the miscellaneous player interaction animations such as smoking, and variations for eating different sizes of rations. The outpost interactions are coming along quite nicely and most of the remaining ones are not too bad; the most difficult ones I foresee are gonna be the computer and the food printer, both of which require extensive UI frameworks to be built. 

I think once I finish all the basic animations – I think all that’s really left are the shower and the toilet, although I’m yet not sure if I’m gonna add anything else – I’ll start dedicating work to diegetic interfaces. The three biggest ones are the computer – which itself is at least two different systems – and the food printer, as I just mentioned; and the PDA, which is already partially built but not fully implemented in a satisfactory manner yet. I’ll most likely start with that lattermost one. Hopefully I’ll be able to finish up the basic interactions by the end of next week. 

I’d like to start formally writing in-game documents some time soon as well… hopefully I’ll be able to reach that stage by next month. If I can hit all these goals by then, I’ll have mostly recovered the progress I lost these past two months and be on track again towards my initial schedule.

03042020

Implemented basic functionality for the whiteboard (no longer a corkboard…) and started designing the layout for it. Also started working on a basic fog effect, whose purpose will remain obscured for now. Tomorrow I’m gonna finish working on the layout of the whiteboard so I can get it up for a post, and maybe start tuning the appearance and behaviour of the fog so that next week I can integrate it fully into the weather and time system.

02042020

Worked on some new furniture. Implemented a locking mechanism for the outpost which allows the main door to be locked from the inside, as well as a “corkboard” containing the map and a bunch of objective-related documents (which I’ll work on tomorrow). I hope the latter will be able to give the player a vague sense of direction in terms of what to potentially investigate over the general arc of the game.

01042020

Worked on a bit of interior decoration for the outpost today. I felt oddly tired throughout the day, and my thoughts felt a bit languorous. I should start heading to bed a bit earlier, I reckon…

+ Added a bunch of miscellaneous background clutter and objects to the outpost, with particular focus on the washdown room (for now)
? Fixed the receptacle behaviour for the outpost storage bin: now opens and closes properly
? Fixed up the pack’s interaction text to display more consistently using the new interaction UI

31032020

Not much work today. I fixed the behaviour of the receptacle for the outpost’s storage bin, and beyond that, spent most of my working hours this afternoon editing a release for the full transcript of the interviews I did for the recent Rock Paper Shotgun article. It’s now available for access on Medium or Google Docs.

I can’t believe March is already over… this month has felt simultaneously very short yet also almost impossibly long, to the point where even the beginning of the month feels like it was years ago. Time has truly become fluid in a way that I haven’t felt in a real long time, maybe since university. Even then though, I had a daily schedule to look forward to (or not), a weekly schedule of classes to ignore, a semester to parse the passing of the seasons. Now, though, not only has time collapsed, but the whole idea of schedule, too: it seems like the idea of the world is collapsing in real-time, the effects dramatically accelerated beyond the usually glacial rate behind which all decay can be normalised and concealed. 

In a way it’s kinda liberating actually: I haven’t felt this utterly free of any expectations in a long time, realising that, at least for the moment, all the things that weighed down on me so much before – finding a job, a partner, an external sense of self and meaning – have completely evaporated in the midst of crisis. And to be completely honest, I must admit that I think I’m deriving some genuine satisfaction from all of this: at seeing the frustration and anger, even desperation beginning to build as people start getting restless, start being confronted with the magnitude of their own impotence and irrelevance in face of all that’s happening. It’s not glee I feel, or superiority, or even spite: just a sense of profound calmness and relaxation, knowing that their power over me has begun to unravel and weaken. That, maybe for just this moment, we’re living in my world now.

30032020

Worked on a “new” – in reality, it’s mostly just a composite – animation for Avery opening her bag without fully taking it off (allowing the player to ideally access the contents of the bag quickly on the go) as part of the animation for unloading the pack in the decontamination chamber; but in reality, I’m not sure it’s gonna be used in any capacity, because a) the former presents a lot of individual logistical issues in its own right and b) the animation is, at least in its present form, unsuitable for the latter purpose. 

I’m thinking that either I’m gonna have to just bite the bullet and create an entirely new animation, which will be annoying but probably the most straightforward solution; or I’ll create an interface menu that opens up when the pack is unloaded, obscuring the actual animation (or lack thereof). Of course, that means I have to design a new interface altogether, which means I’d have to figure out the information structure for what gets transferred over and how it gets transferred, which gets into the altogether different subject of the inventory, which is something I don’t really want to deal with right now…

In either case, I’m kinda at an impasse and my only conceivable paths forward it seems are all deeply unappealing in their own ways. Usually I’d just shift focus to something else in these cases and defer the decision, but I can’t stop thinking about this particular issue because it’s the last thing remaining before I can declare the decontamination sequence completely finished… 

Maybe I’ll just work on some of the other interior furniture tomorrow and take some time to plan it out.

28032020

A very productive day, and I even managed to wrap up early! Spent the morning finishing up all the things I set as goals yesterday – namely, all of elements of the entry decontamination sequence – and then recorded and mixed two new audio tracks, for walking indoors (barefoot, and with shoes on). I also composited a new ambient track for the interior, which is a very low industrial-sounding hum, that does a good job filling in the silence without feeling overbearing. All I have left to add to the outer sequence is the container for the pack, which will most likely involve a pretty complex animation (and accompanying audio), but otherwise straightforward implementation. I’m not sure if I want to take tomorrow off or not; but whatever I decide on, that’s gonna be my next objective.

27032020

Today was a bit less productive than I intended but I still got a decent amount of work done, the most major being the completion of the audio for the external decontamination shower. I also modified the mask for the vestibule shadow a bit to accommodate for a more natural transition. 

Tomorrow I’d like to completely finish up the decontamination sequence, audio included. While it’s not a lot of work in terms of sheer content, it’s still pretty substantial so I imagine it’ll take a real concerted effort and some organisation. I think it’ll be worth it however, and I’ll finally have finished a process that’s taken me by this point far longer than it had any right to take.

26032020

Another productive day. Spent most of the time cleaning up the UI for the console, reducing its height to the upper letterbox margin, along with a number of other changes:

? Fixed input glitch that previously prevented arguments from being read properly; the fps and create commands now function as intended

+ Added tgm (god mode) and tbm (build mode) commands, which respectively toggle invulnerability to survival elements, and uncapped resource requirements

In regards to other miscellaneous fixes:

? Fixed bug preventing fire from being lit when using the butane lighter. The fire can now be successfully lit after the flame is present for some time.

? Fixed bug causing grass surface to be cleared upon entering/exiting fullscreen. The grass surface is now repopulated and drawn properly, so that it displays correctly even when surfaces change.