Luke Samuelson Final Devlog


Overall, I completed several systems in this project, including the interactable throw system, dialogue system, the majority of VFX, and minor items. Some of my favorite creations were the rats, which follow spline pathing and duration controls, so the dungeon level has more atmosphere.
My throw system for interactables held pretty well with the throw projection, especially after adjusting the player camera to follow from the player's right shoulder. There was some additional debugging to ensure the object charge was faster, along with caps for how far the object could be thrown.
The dialogue system, thankfully, was pretty easy to create with enough modularity for the design team to quickly implement into levels. The dialogue system uses a single data table and allows for posing of the characters, changing camera angles, and changing starting dialogue to allow it to feel like a natural conversation, with some nice posing to not be too boring. Hunter thankfully fixed some of the bugs and lack of design in the actual widget for the dialogue system.
The VFX were pretty quick and easy to make for the art team. Their requests were pretty manageable and used basic emitters to create. While a few of them were not implemented, I don't feel the effort was wasted. My favorite VFX I was able to create was the fountain, as it feels naturally fitting and adds a nice indicator for the player.
One of the smaller and important tasks I completed was the doors and keys. It offered a pretty simple task, but required some additional debugging to ensure doors would open naturally, given their direction and placement in the world. Debugging was pretty quick and efficient once the channel was made, and I had complete control of what was present for coders to debug.
Overall, on this project, I think having the sprints broken into half design, half art led to delays and murkiness in the actual creation process. With hindsight, I would have the design team fully create their levels and have art playtesting before the art team completes their pass of each level.
As the head of coding, I could have led better when it came time to debugging. The semester had gotten ahead of me, and I lacked proper communication with my team in these final few weeks. I do believe I led well for the majority of the semester, especially with ensuring my coders were challenged but not overworked.
Get Date the Prince
Date the Prince
Infiltrate the castle, steal your lover, and escape silently
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