Krilling Dev-Log #10

Published April 07, 2024
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With our Steam page getting ready to be released this is our last week of development. This week was mostly lots of bug fixes.

The one major thing I did was create the end cinematic. Our producer wanted the player to unlock an achievement when completing all of the scenarios, and then transform into a human, walk over to the boat, ride the boat off into the distance, and then play the credits scene. The unlocking of the achievement was left to one of our other developers, which meant all I needed to do was the cinematic.

To do so I started by disabling many scripts when the achievement was unlocked to stop certain functionality. For instance, the player input script to stop the player from moving around, and various scripts related to possessables to stop those from functioning. After that, I spawn a new character prefab at the player's location and destroy the shrimp character. I also update the camera to follow this new character.

This new character has a nav mesh agent and I set the destination of this agent to the boat. Once the agent arrives I disable it, set the camera to follow the boat, and start moving the boat.

Once the boat reaches a specific location the credits scene is loaded.

The rest of my work was a lot of small things. The dialogue box didn’t have an image at the start of the game which displayed a white box for a couple of frames until it was updated. I fixed this by setting a default image.

There was an issue with emotion orbs falling through the ground, I fixed this by adding a trigger below the map that collected any orbs that fell through.

There was an issue with the trash can not resetting properly, this was caused by a Boolean in the trash can not getting updated when it was reset.

There was an issue with the bell possessable not being picked up by workers. This was because the parent object was missing the starting location script.

I added a lot more spots around the scene for victims to go to spread them out a bit more. The last was an issue where the player could press the next dialogue line button before the dialogue had loaded causing the game to freeze completely. I fixed this by simply disabling the button until the dialogue had finished loading.

That is all I did this week. Hopefully, our Steam page will be approved and released next week. After that I will be transitioning to my other project, so look forward to updates on that.

Previous Entry Krilling Dev-Log #9
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