The main work went into reworking the conversation system from being game specific into a generic system provided by the game engine itself. This allows now anybody to use this sophisticated system. New conversation actions and conversation conditions have been added. loading classes are now ready-made to use for your projects. Some basic playback classes are present now in the game engine to build upon. Furthermore the conversation editor received tons of improvements and additions I might show in an extra technical video later on. The system is flexible so you can do anything from highly complex to simple and basic conversation, cutscenes and game mechanics. This had been quite an important rework since I'm using the conversation system in my game project not only for conversations but also cutscenes and entire game mechanics. This extra development time has thus been well spent in this system. See the video below for in-game use of the system or the ZPOC video here as an example for using the system in an entire different project.
The rest of the time went into assembling the different pieces together into a first tutorial map. This one combines now new stuff like:
- improved soundscape based on OpenAL
- dynamic footsteps adjusted to speed, actor type and floor material
- tutorial system with dynamic content
- various cutscenes realized with the conversation system
- All the latest graphic changes enabled and included like the environment rooms
- Modeling new flashlight which fits better than the old large brick
- Remodeling the thunderpad into a smartphone type device including full real-time finger control input as well as adding some applications to it (upgraded from the old thunderpad).
- Improving dual-use of flashlight and smartphone in your secondary hand.
- Conversation over phone call support.
- Lots of ideas, game sequences and story bits added to the design document
- and a bunch of other changes that I forgot to mention since they are so many
- little warm-up puzzle of the easy kind to get the player used to the game mechanics
So all in all a lot of new things and everything plugged together in a playable tutorial map. Nevertheless it is work in progress and contains placeholder stuff like the voice acting (i suck at voice-acting... and more so on female kid voices like Sean's voice :P ) and stuff I experiment with (like Sean's mental voice experiment)
So instead of text better moving pictures. Most probably I'll not make many more of those since the audio-desync on capturing is so costly to fix it's getting too problematic to work with. Before I get engine level video capturing working I'll keep videos to a minimum.
So here it goes, the tutorial map from entering up to a stopping point.
All videos are also on YouTube so if you can't see/read something due to quality issues you can try there. Links are with the individual videos.
Feedback is always welcome and I'll see what I can include.
Next up tackling more engine tickets to work off and finishing up the first investigation sequence unrolling inside the building. The conversation system also needs some bug-fixes and stripping deprecated features so you get only what really counts. Until next time.