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Vestige

  • 34 Devlogs
  • 104 Total hours

Explore a mysterious forest tragedy as reality falls apart.

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5h 51m 35s logged

(v0.1.4(G)-alpha) Moving & Jumping on the Stairs (Passed!)


Changelog:

  • (v0.1.4(G)-alpha) Player Movement Rework: Auto-jump (5): Ok i kinda cheesed it ngl- I was literally being ragebaited because it was NOT working any how. I am using a not so beautiful method but hey it works and thats what counts – ill polish it later dw. Lapsed

  • (v0.1.4(F)-alpha) Player Movement Rework: ?? (4): wtf? what happened? what did i do? this is insane i really dont know………. soo erm climbing stairs doesnt work and there are some pretty bad bugs like being able to fly- lwk i might revert this session Lapsed

  • (v0.1.4(E)-alpha) Player Movement Rework: Noclip (3): added a pretty peak thing. Ok so added a noclip feature – this is like the spectator mode in minecraft lmfao. Ive been meant to do this for a long time but here i am! finally added this – this will help me a ton i js know it lol Lapsed

  • (v0.1.4(D)-alpha) Player Movement Rework (2): Yoo so added a bunch of new things such as air friction, acceleration deceleration and more. I am having one tiny bug tho – that is i cannot turn when jumping but dw ill figure out a way to fix it! Also if u forgot Im doing the player rework just to make the autojump thing Lapsed

  • (v0.1.4(C)-alpha) Player Movement Rework (1): Okay So i realised it wwill be extremely difficult for me to figure it out on my own, and even the big ones (@seb) had no freaking idea lmao. SO what i am doing bnow is following a player/fps controller tutorial where they add this autojump feature :3 Lapsed


Next Step(s):

  1. Watch Tower Model
  2. Watch Tower Texture
  3. Auto Jump on Stairs (Done but polishing left)
  4. Interior Design of the Watch Tower
  5. Core Gameplay

Notes:

These sessions were lwk ragebait – i will NOT talk about the 4th session cuz i have no freaking idea about it. I found a weird way and workaround to do the auto jump. Although it might not be the most beautiful but it works and thats what counts

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5h 42m 13s logged

(v0.1.4(B)-alpha) Walking on the Watch Tower (Failed)


Changelog:

  • (v0.1.4(B)-alpha) Walking on Stairs (2): Lwk I just messed around for the whole time :sk: I literally do not know wht to do at this point I will revisit this tommorow (I dmed my fwend Seb lmao). I tried many methods but i couldnt seem to be able to make this work tho Lapsed

  • (v0.1.4(A)-alpha) Walking on Stairs (1): Yo gang I tried my to do the stairs walking thing but as you would expect I completely failed lmfAaooo. Uh I really dont know how to move next but ill try my best Lapsed

  • (v0.1.3-alpha) Mountains Texture Fix: So erm as i completed the watch tower im moving on to other thigns– first i saw that this was in my todo for a while so fixed it lol Lapsed

  • (v0.1.2(K)-alpha) Watch Tower Texturing (4.4): Shalalala sha boinky! I actually finished the (skeleton) of the watch tower model! Omg i dont believe it! I am feeling a large weight off my shoulders lmfao! But hey its not done yet! I have so so so sos os so much more to do- next up ill fix the stair walking and oh a story redesign! Lapsed

  • (v0.1.2(J)-alpha) Watch Tower Texturing (4.3): Finally completed texturing the stairs – the railings and the beams are still remaining but ill try to do them soon enough 👍 Lapsed

  • (v0.1.2(I)-alpha) Watch Tower Texturing (4.2): oh my GOD BRO this is so painful i really hope i could do something else to speed this up but yeah idk- So nothing other than UV unwrap stuff NOT EVEN ONE mesh and i have 2 more to go- I am dying :D Lapsed


Next Step(s):

  1. Watch Tower Model
  2. Watch Tower Texture
  3. Auto Jump on Stairs
  4. Interior Design of the Watch Tower

Notes:

Gang I tried my best I literally cannot seem to be able to be able to find a way to make the auto jump thing :hs: I need to call the big guns now! (@seb) Anyways, I obv completed the watch tower texturing

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7h 9m 24s logged

(v0.1.2(H)-alpha) Watch Tower Texturing (90%)


Changelog:

—## Next Step(s):

  1. Watch Tower Model
  2. Watch Tower Texture (WIP GNG ALMOST)

Notes:OK LISTEN! LISTEN I swore to @Keyboard that I wont devlog until I have completed the whole texturing BUT its getting too ridiculous not to- im alr at 7 hours and yeah. Also big ass devlog-

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4h 40m 55s logged

(v0.1.2(C)-alpha) Watch Tower Texturing (45%)


Changelog:

  • (v0.1.2(A)-alpha) Watch Tower Texturing (1.5): Yay so i made the Floor section completely- the floor and the uhh supprts ig lol. THis was fun Ill work more tmrw Lapsed

  • (v0.1.2(A)-alpha) Watch Tower Texturing (1.2 + 1.3 + 1.4): 1. So nothing much to brag about here- I completed texturing the roof. It was pretty easy ngl - anyways I’ll do the UV unwrapping of the walls next ig. 2. So I unwrapped the UV layout of the walls and its Horrible! It will take so much time to manually fix everything lmao. I did like 50% of the unwrapping today NOT THE TEXTURNG BTW! so we will see tmrw! gn. 3. Completed the UV unwrapping of the walls and also the texturing of the walls! the room section of the texturing is done! moving on to the floor and stairs! Lapsed


Next Step(s):

  1. Watch Tower Model
  2. Watch Tower Texture (WIP)

Notes:

Aww man i couldnt really focus on this project for the last few days i had so much work! had 2 assignments- submitted them today so i think i can focus in more today!!

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3h 34m 45s logged

(v0.1.2(A)-alpha) Watch Tower Texturing (2%)


Changelog:


Next Step(s):

  1. Watch Tower Model
  2. Watch Tower Texture (WIP)

Notes:

Yooooo so I finally completed the modelling of the watch tower and started texturing it recently. I have some work to do today so idk how long i can code- Ill try my best tho!

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3h 48m 1s logged

(v0.1.1(O)-alpha) Watch Tower Modelling (90%)!


Changelog:


Next Step(s):

  1. Watch Tower Model (WIP)
  2. Watch Tower Texture

Notes:

ok i dont really know what to write hereeee nowwww- maybe the next time

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5h 2m 42s logged

(v0.1.1(L)-alpha) Watch Tower Modelling (75%)!


Changelog:

  • (v0.1.1(L)-alpha) Watch Tower Modelling (9.3): Joined a lot of meshes together for efficiency and ease of use. Oh also made the raining v1 for the first layer of the stairs. I have my prize distribution and investiture ceremony so yeah! see ya laterrrrr Lapsed

  • (v0.1.1(K)-alpha) Watch Tower Modelling (9.1 + 9.2): 1. omg omg omg! stairs in progressssss! Made two flights of stairs- what i mean is i made one flight of stairs and then copied it 💀 Anyways I’m almost done with the modelling i think- The stairs and the windows are the only things are left (oh maybe more optimization :p) 2. Added much More stairs and the topmost layer. I will make the integration of the stairs to the floor tommorow, ALSO i will add the railings and all tmrw :pf: I am sleepy as frick! Lapsed

  • (v0.1.1(J)-alpha) Watch Tower Modelling (8): Wow! what a productive session! Ok so a lot of thing was done. Here’s what i did in short: The legs of the watch tower was made before but in this session i added the supports and support beams! i again followed the model as an inspiration and made the supports! Looks prety cool! Lapsed

Next Step(s):

  1. Watch Tower Model (WIP)
  2. Watch Tower Texture

Notes:

um holy shit i am doing a 4? or 5 hour devlog 💀 this is unreal! Anyways this is draggin me sooo muchh but i think im super close to finishing this :hs:

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3h 34m 33s logged

(v0.1.1(I)-alpha) Watch Tower Modelling (60%)!


Changelog:

  • (v0.1.1(I)-alpha) Watch Tower Modelling (7): Nothing much just edited the fences a bit and resized them in order to prevent overlapping. Oh also I made the roof – needs polishing ik but its a start lmao- i want to complete the modelling as soon as possible lwk- Lapsed

  • (v0.1.1(H)-alpha) Watch Tower Modelling (6): Yoo moving from vertices selection to something different felt awesome! anyways i made the fence? i think thats what its called- On all four sides. I am following a model for inspiration and im pretty happy on how it is turning out! Lapsed

  • (v0.1.1(G)-alpha) Watch Tower Modelling (5.3): FINALLY FINALLY! I have completed optimizing the walls of the watch tower. What i mean is I reduced the number of vertices and faces in the model. This will help me immensely while texturing the UV. I created another backup just in case lmao Lapsed

  • (v0.1.1(F)-alpha) Watch Tower Modelling (5.1 + 5.2): I tried cleaning up the Watch Tower model but idk how it all got messed up :sk: anyways I will try again ONE LAST TIME tommorow if it works it works otherwise i have to roll back to the backup and just forget about cleaning up- i messed up yeah Lapsed


Next Step(s):

  1. Watch Tower Model (WIP)
  2. Watch Tower Texture

Notes:

i NEED to finish modelling this ASAP gng 💀 wish me luck ill be lockin in today 🔥

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3h 21m 56s logged

(v0.1.1(E)-alpha) Watch Tower (40%)!


Changelog:

  • (v0.1.1(E)-alpha) Watch Tower Modelling (4): erm so nothing productive just me fixing the HUMONGOUS number of vertices that have been created for god knows what. Lmfao i messed up at the end and i have to go back to the last backup :pf: Oh well i have tuitions now will do more stuff later Lapsed

  • (v0.1.1(D)-alpha) Watch Tower Modelling (3): Ah yes, guess why there is no lapse for this update- thats right! Lookout messed up and I cannot recover the lost footage and publish it in lapse. I lwk forgot what i did in this update 💀 You are gonna guess it

  • (v0.1.1(B&C)-alpha) Watch Tower Modelling (1&2): Guess who forgot to commit THATS RIGHT ITS ME- In this lapse I made the skeleton of the watch tower that is going to be the main attraction of the prologue. I do not have much time and hence i am ending this session prematurely! See you tmrw! More modelling of the watch tower, made the top thing the uhh room? ig tested the model size with the player size in godot and i found that it was a bit small so i fixed that! Made some windows for the watchtower so that everything is visible Lapsed


Next Step(s):

  1. Watch Tower Model (WIP)
  2. Walking animation
  3. Story Redesign
  4. Improved Silhouette Mechanics

Notes:

Ah yes I lost like 30 minutes of lapse yesterdat cuz lookout servers died oh welp! here i am again!

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3h 57m 39s logged

(v0.1.1(A)-alpha) Map Redesign and Improved mechanics!


Changelog:

  • (v0.1.1(A)-alpha) Improved Silhouette Mechanics: oh my! it looks so sick! il definitely play test this once more but heres what i did in brief: Previously there used to be different silhouttes but NOW theres only one that “teleports” when u reach it as if guiding you somewhere – to the watchtower :3 Lapsed

  • (v0.0.10(E)-alpha) Map Redesigning (4): I think i am done with the forest/map layout for now im pretty happy! plugged off some paths that i didnt want the player to go through- removed a ton of legacy code. Next up i think ill work on the silhouette mechanics which i cooked up in the new narrative! wish me luck! Lapsed

  • (v0.0.10(D)-alpha) Story + Map Redesigning (3): Again one of the shortest lapses i have made but its enough for me to get the 1 hour streak lmao- I promise Ill work honestly from tmrw, Exams finished just today and im exhausted asf- Please excuse me! Made updates to the story too


Next Step(s):

  1. Watch Tower Model
  2. Walking animation
  3. Story Redesign
  4. Improved Silhouette Mechanics

Notes:

Holy moly! the silhouette (YES SINGULAR) works wonderfully now! its like its guiding you! im really happy with the result i think ill model the watch tower.

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1h 51m 27s logged

(v0.0.10(C)-alpha) Story and Map Redesign


Changelog:

  • (v0.0.10(C)-alpha) Story + Map Redesigning (2): So as i am changing the narrative i need to update the map accordingly, A very small update because my mouse stopped wrking but oh well i just changed some textures and added trees. Also making a story narrative in 2nd person ig? Lapsed

  • (v0.0.10(B)-alpha) Story Redesign (1): Brainstormed a lot of stuff- and rewrote the prologue storyline- the old one was pretty basic i like the new one more and I mostly changed it because i am thinking of the next chapter too and i want a seamless transition- just hang on with me ill cook something truly epic :3


Next Step(s):

  1. Boulders / Rocks (WIP)
  2. Walking animation
  3. Story Redesign (WIP)

Notes:

OKay today ill lock tf in my exams just finished!

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2h 45m 26s logged

(v0.0.10(A)-alpha) Walk and Map Redesign


Changelog:

  • (v0.0.10(A)-alpha) Map Redesigning (1): I think im going to go on a different direction with the prologue scene! i changed the pathways because i think it was too complex and looping- I am also thinking of turning the log cabin into an watch tower for more ominous feel! im working on the story hopefully i can figure it out! Lapsed

  • (v0.0.9(F)-alpha) Walk Animation (Camera Shake): Yoooo! holy smokes this look epic spent a good chunk figuring out how to make the walk animation turns out its easier to do it through code- thats why i ended the lapse prematurely and worked on it in Rider IDE! it look so cool rn it has head bobbing in all three dimensions! Lapsed


Next Step(s):

  1. Boulders / Rocks (WIP)
  2. Walking animation
  3. Story Redesign

Notes:

I had some different ideas about the story and im working on it- redesigned the map a bit! i think ill do more stuff

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3h 27m 41s logged

(v0.0.9(E)-alpha) More erm Animations!


Changelog:


Next Step(s):

  1. Models of the silhouettes
  2. Boulders / Rocks (WIP)
  3. Particle Optimizations
  4. Complete Death animation
  5. Walking animation

Notes:

yoo gng i had my regional language and physics exam today and i lwk think i did pretty well! Anyways i did some work and i think ill do more now!

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2h 35m 34s logged

(v0.0.9(B)-alpha) Animations!


Changelog:

  • (v0.0.9(B)-alpha) Waking up & Counter Animation: So added the waking up animation - this was a new thing for me that i think i leanrt! the animation player is a really cool feature! Also now the silhouette counter shows up only after the first silhouette is found Lapsed

  • (v0.0.9(A)-alpha) Death Animation: Fixed a bug (ig? idk if u can call it that) that made it so whenever u looked away from the silhouette the animation would completely freeze. Turns out there was a VisibleOnScreenEnabler3D child which froze the process- Its fixed now! Lapsed


Next Step(s):

  1. Models of the silhouettes
  2. Boulders / Rocks (WIP)
  3. Particle Optimizations
  4. Complete Death animation
  5. Walking animation

Notes:

uhh i dont know what to say this time- my exams starts from tmrw so updates may be slow asf BUT i will try to do atleast 1 hour per day

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4h 4m 11s logged

(v0.0.8(G)-pre-alpha) More Optimization


Changelog:

  • (v0.0.8(G)-pre-alpha) Optimization (5): Omg omg i think i actually did it! what i did was kinda brilliant ngl- So here we go: 1. Whenvever the trees/models are outside the players view they are removed! so like they are not rendered!! Saves cpu and gpu. 2. The snowfall thing is not static now it moves with the player so that only a small area is gettingg the snowfall and a lot less particles is rendered! Lapsed

  • (v0.0.8(F)-pre-alpha) Optimization (4): I dont even know at this point what i did but i think i increased the frame rates a bit? but i learnt that voxelGI was not performant for my use case so i removed that- also changed the visibility ranges a bit and more i forgo Lapsed

  • (v0.0.8(E)-pre-alpha) Optimization (3) & FPS: A nice session where i sat down and did more optimization- ah yes optimization is the key to life and happiness, I am really shocked that i optimized it so hard that it runs smoothly in my poopc with good graphics! SubViewport and TextureRect for the win, also added fps counter Lapsed


Next Step(s):

  1. Models of the silhouettes
  2. Boulders / Rocks (WIP)
  3. Particle Optimizations
  4. Complete Death animation

Notes:

HOLY SMOKES! (no pun intended) IM PUSHING 40 FPS!! when i compiled. Normally im getting like 36fps! thats a huge improvement from 9fps that i was getting initally! finally i can do some other stuff lmao

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4h 46m 45s logged

(v0.0.8(D)-pre-alpha) Particles (and) Optimization


Changelog:

  • (v0.0.8(D)-pre-alpha) Optimization (2): Okay hol’up wait a min- I think i might have actually pulled it! The game is SOOO much optimized now! Not completed but its almost there. So i prebaked the lighting, reduced the scale of the screen cuz i was already doing it in the shader, decreased the shadow radius and more stuff that i may or may not have forgotten in the 3/4 hours that i worked CONTINUOUSLY- Lapsed

  • (v0.0.8(C)-pre-alpha) Death Particles: Okay so for a long time ive been trying to do this but havent (silly me) but here we go- added particle effects for when the silhouettes are “found” they are yellowish and spread out i plan on making some sound effects. Also i did something for the macOS compilation lmao Lapsed


Next Step(s):

  1. Models of the silhouettes
  2. Boulders / Rocks (WIP)
  3. Particle Optimizations (WIP! close to finishing ig)

Notes:

Thats so crazy! The game finally runs smoothly on my godforsaken pc. I had to do a LOT of stuff and research, but ngl ChatGPT also came in clutch!

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2h 30m 30s logged

(v0.0.8(B)-pre-alpha) Models and Optimization(?)


Changelog:


Next Step(s):

  1. Models of the silhouettes
  2. Boulders / Rocks (WIP)
  3. Particle Optimizations (WIP)

Notes:

OKay yo- idk what but i did something 💀

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1h 28m 23s logged

(v0.0.7(I)-pre-alpha) Spooky Scary Silhouettes


Changelog:


Next Step(s):

  1. Models of the silhouettes
  2. Boulders / Rocks
  3. Particle Optimizations

Notes:

Scawy Scawy Silhouettes! Tiny devlog/journal lolz will work more today

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3h 45m 46s logged

(v0.0.7(G)-pre-alpha) Scary Silhouettes


Changelog:

  • (v0.0.7(G)-pre-alpha) Silhouette (2) - Functionality: OMG OMGO MGOMGOMGOpfjhnguiklhdstg- IDK HOW! but whatever i wanted to has been done! Im really shocked at this! but yeah i gotta thank chatgpt a ton but i got through each line of code and did NOT blindly copy them- I think next time i can do this by my own :yay: Lapsed

  • (v0.0.7(F)-pre-alpha) Silhouette (1) - Modeling: I’ve been waiting to make this model for sooo sooo long and finally i made it! Def took some inspiration from the SCP 096 and the models by Seb for his game. Other than the model I also made the scene with a light and fog which seems crazy good ingame Lapsed


Next Step(s):

  1. Models of the silhouettes
  2. Boulders / Rocks
  3. Particle Optimizations

Notes:

Holy lockin! i did like 4 hours today- i need to lock in like this moreeeeeeeeeee AAA- i may get burnt out but yeah only 60 more days to go

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55m 57s logged

(0.0.7(E)-pre-alpha) Foggy fog


Changelog:

  • (v0.0.7(E)-pre-alpha) Volumetric Fog & Polishes: Added Volumetric Fog as per the request of Hridya! Also made numerous tiny polishes to the group texture, snowfall particle effects. I experimented with the snowfall thing with the player but it did NOT look good so i had to revert back to the normal thing :P Lapsed

Next Step(s):

  1. Models of the silhouettes
  2. Boulders / Rocks
  3. Particle Optimizations

Notes:

ahh i couldnt work on this yesterday because i was so swamped- hopefully i can work a lot tmrw!

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2h 1m 58s logged

(0.0.7(D)-pre-alpha) Snowfalllllllllllllll


Changelog:

  • (v0.0.7(D)-pre-alpha) Snowfall (1.2): Finally managed to fix the issue that was causing the glitched snowfall rendering (again, ty seb) Edited the materials thingy and adjusted the settings in general made it so that it looks good! i really like it Lapsed

  • (v0.0.7(C)-pre-alpha) Snowfall (1.1): Added the snowfall particles (GPU) but it is kinda bugged right now. I am pushing premature scene because @seb will help me out on this :3 Lets hope we can troubleshoot and fix this together! Lapsed

  • v0.0.7(B)-pre-alpha) Mountains (2) - Texture: I did the UV mapping and the texturing for the mountain model, Had to take a bit of help from my friend @seb for the UV wrapping settings but yeah! did all the stuff by myself! Lapsed


Next Step(s):

  1. Wooden Torch model
  2. Mountains
  3. Silhouettes!
  4. Sounds

Notes:

Im so chopped rn- Barely keeping my eyes open… Will devlog properly tmrw :hs:

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3h 30m 2s logged

(0.0.7(A)-pre-alpha) High Mountains


Changelog:

  • (v0.0.7(A)-pre-alpha) Mountains (1) - Modelling: really really like the model i have cooked up here, though the texturing is left the base model is looking really cool. The spiky nature kinda symbolizes danger and overall i just think its perfect Lapsed

  • (v0.0.6(I)-pre-alpha) Torches (Placement - 3): got a lot of work done- the torches are now placed along the path! I’ve done something that i think is really cool. here we go! So i added more torches on the main path to subsconsciously provoke the players to follow the path, on the other hand the tributaries have less! Lapsed


Next Step(s):

  1. Wooden Torch model
  2. Mountains IN PROGRESS!!
  3. Silhouettes!
  4. Sounds
  5. Blizzard (Storms!)

Notes:

Didnt go to school today cuz i was studying at home lol but got some great work done! ill make the textures next :yay:

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2h 52m 1s logged

(0.0.6(H)-pre-alpha) One stick and a Coal ore


Changelog:

  • (0.0.6(H)-pre-alpha) Toggle Shaders: Accidentally paused the shaders in the previous commit so here we go! Re enabling them

  • (0.0.6(G)-pre-alpha) Torches (Placement - 2): Added several torches in the scene BUT its not completed yet! I spent a good chunk of this time wondering why i was having some lag and low fps but i coudlnt seem to solve em so i left it as a problem for future me :pf: Lapsed

  • (0.0.6(F)-pre-alpha) Torches (Model - 1): I added the torch model! It has a smoke particle effet and a subtle yellowish lighting. The smoke part was truly trivial and i had to use a yt tutorial to make it. BUT the torch model is made all by myself and im pretty satisfied with it! Lapsed


Next Step(s):

  1. Wooden Torch model Placements left
  2. More models and stuff
  3. Silhouettes!
  4. Sounds
  5. Blizzard (Storms!)

Notes:

I really love the torch model and texture and the lighting- ykw everything in general. I have some optimizations to worry about tho (particles n stuff)

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Open comments for this post

1h 22m 12s logged

(0.0.6(E)-pre-alpha) Shader, Shader, and Shader!


Changelog:

  • (0.0.6(E)-pre-alpha) Shaders (3): Finalized the shaders setting to make it look peak. hid the extreme blur effect, dither and noise. Made it look more pleasing and not annoying.

  • (0.0.6(D)-pre-alpha) Shaders (2): New shader now, the previous shader was eh so i found a new one and then modified it a lot! I love each and evey part of it EXCEPT the vignetting i feel like something is wrong. Ill fix it soon tm. also ngl i used chatgpt to understand how these stuff works so yeah :P but dw its not more than 30% ai


Next Step(s):

  1. Wooden Torch model
  2. More models and stuff
  3. Silhouettes!
  4. Sounds
  5. Blizzard (Storms!)

Notes:

I wasnt happy with the previous shader because there were some irritating artifacts so i switched up the shader to one that i like!

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2h 16m 23s logged

(0.0.6(C)-pre-alpha) Nighttime & Shaders!!


Changelog:

  • (0.0.6(C)-pre-alpha) Shaders (1): After a lot of trial and errors I finally added the Shader! The environment or the atmosphere ia really taking shape! Im telling u this is gonna be epic!! I am liking the development process a ton though it feels a bit overwhelming sometimes Lapsed

  • (0.0.6(B)-pre-alpha) Nighttime & Fog: This is lowkey peak u cant argue with ts bruh. I know that the lighting and the fog isnt perfect but hey! im slowly learning everything! Today I made the game into a night scene with some fog! looks cool ngl Lapsed

  • (0.0.6(A)-pre-alpha) Upgrade to Godot 4.7: Nothing much, just upgraded Godot version to 4.7 - the latest one because: 1. I can 2. You cannot stop me 3. Yes


Next Step(s):

  1. Add trees
  2. More models and stuff
    “3. Shaders
  3. Night Time
  4. Silhouettes!
  5. Sounds
  6. Blizzard (Storms!)

Notes:

I really really love how the game is turning into! THough i know the lore (kinda) and have an idea for the chapter 0 i.e. the prologue I am not sure how to progress it into chapter 1. Well i do have an idea but nly time will tell!

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1h 31m 41s logged

(v0.0.5(F)-pre-alpha) Forest Design (3)


Changelog:

  • (v0.0.5(F)-pre-alpha) Forest Design (Part-3): Last and final lapse of the forest! The pine/taiga forest has been completed. Nowww- its time for me to add shaders, make it fog, making it night time, etc., This was extremely tiring :/ but was worth it :D Lapsed-

Next Step(s):

  1. Add trees
  2. More models and stuff
  3. Shaders
  4. Night Time

Notes:

After so so long time I worked on Vestige again! Looking forward to making more devlogs soon!

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48m 30s logged

(v0.0.5(E)-pre-alpha) Forest Design (2)


Changelog:


Next Step(s):

  1. Add trees (in progress)
  2. More models and stuff
  3. Shaders

Notes:

School started from today so less work :/

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1h 37m 10s logged

(v0.0.5(D)-pre-alpha) Forest Design && Polishing


Changelog:

  • (v0.0.5(D)-pre-alpha) Forest Design (Part-1): After polishing and giving the finishing touches to the tree models and the chapter 0 map, I am now in the process of level design. Firstly ill make the forest and then go on to the cabin, other models, shaders and gameplay stuff. Its slowly coming together frfrfrfr. Lapsed

  • (v0.0.5(C)-pre-alpha) Polishing (some) Models: hey woud you look at that! im back 🔥anyywayyssss in this lapse i polished the tree models such that the leaves are collision free and then I also changed the texture mode to seem more pixelated. Changed the map a bit to make the trails better. Lapsed


Next Step(s):

  1. Add trees (in progress)
  2. More models and stuff
  3. Shaders

Notes:

Im coming back after soo soo long because of two main reasons: 1) I was skeptical of Lapse(it was bugging) ANDD 2) i was very bust these days. Welp my school starts tmrw :pf:

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3h 40m 59s logged

(v0.0.5(B)-pre-alpha) Log Cabin


Changelog:

  • (v0.0.5(B)-pre-alpha) Log Cabin: Very very happy with the log cabin model. But it took soooo sooo mucj time omg. I am too tired to write more. Sorry.

  • Vestige: Log Cabin: holy moly, this is crazy! I LITERALLY SPENT 3 HOURS of my life making a log cabin… Wow. Hey it was kinda worth it! I imported this into godot but uhh its doing quirky things lets see if i can fix!


Next Step(s):

  1. Add trees
  2. Shaders
  3. Log Cabin Model

Notes:

The UV on the log cabin was hell. omfg

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Open comments for this post

2h 27m 49s logged

(v0.0.5(A)-pre-alpha) PLaying the Map!


Changelog:

  • (v0.0.5(A)-pre-alpha) Map + Player: OKay we are stepping up to the big guns now! In this commit I have added a Map for chapter 0 AND also added the player model! I KNOW that the grass and trail textures are not the great and they look “not good” but I think ill polish it when the core game mechanics is done!z

  • Vestige: Map & Player: Wow this is SO COOLL! I am really enjoying blender AND godot. So here I made the map for chapter 0 (prologue) and a player character! Definitely cooking


Next Step(s):

  1. Add trees
  2. Shaders
  3. Log Cabin Model

Notes:

Okay! I am starting to learn blender! I am really enjoyying the process!

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18
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2h 32m 15s logged

(v0.0.4-pre-alpha) Model & design


Changelog:

  • (v0.0.4-pre-alpha) Level Design + Bench Model: Designed the chapter 0– like a mind map, now its time for me to start 3d modelling and making the game. And a bench model for chapter 0

  • Vestige: Chapter 0- Level Design: Just designed the chapter 0– like a mind map, now its time for me to start 3d modelling and making the game

  • Vestige: Bench Model: This is a bench model for chapter 0. I spent so much time making this. i think i gained experience and the next models will be faster


Next Step(s):

  1. Start Modeling
  2. Make ground
  3. Make a player object and controller.

Notes:

OH MY GOD! I MODELED THAT? I really really dont believe it! It looks soooo good.

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1h 41m 27s logged

(v0.0.3(A)-pre-alpha) Think, Write, Repeat.


Changelog:

  • (v0.0.3(B)-pre-alpha) Game Design: Chapter 0: Oh my gawd! The prologue sequence is so so so cool! I just love it. Ive laid out a complete map of chapter 0! NOW i can finally start working on the first chaapter without procrastinating more lol.

  • (v0.0.3(A)-pre-alpha) Story: Chapter 0 & 1: Yoooo finally wrote the complete chapter 0 (the prologue) and polished chapter1 even more. Its really coming together. Now I will move on to the game design. Like each action and tiny details. After I’m done with Chapter 0 gamedesign ill start making it


Next Step(s):

  1. Complete Storyline for Ch0 and Ch1
  2. Create a Script for Chapter 0
  3. Start modeling

Notes:

THis is SOOO time and energy consuming! Storyboarding is NOT easy lmao. Anyways i finished the story for Ch0 and Ch1 and script for Ch0. Now ill start modeling. frfr

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Open comments for this post

1h 46m 21s logged

(v0.0.3-pre-alpha) Modeling and Writing!


Changelog:

  • (v0.0.3-pre-alpha) Test Model: Nightstand: OKAY this my first time using blender and I used a tutorial to guide me through. THough it looks, well, “okay” im not satisfied. Ill make a better one. Just trust me on this :pf:

  • (v0.0.2(B)-pre-alpha) Chapter 1: Story: Okay! I’ve polished and completed the chapter1 story line. Ive tweaked the backstory a bit to stay realistic. I really really like the direction im going for while keeping the scope uhh managable. Ive so many places where I can improve upon! ive kept it open ended because i have chapter 2 planned 🔥


Next Step(s):

  1. Complete Storyline for Ch1
  2. Create a Script for Chapter 1
  3. Start modeling

Notes:

OKayy i really liked modeling, i think im getting a hang of it! AALSOOOO im super proud of the story line im cooking rn

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22
Open comments for this post

1h 5m 52s logged

(v0.0.2(A)-pre-alpha) Setup and Narrative!


Changelog:


Next Step(s):

  1. Complete Storyline
  2. Create a Script for Chapter 1
  3. Start modelling

Notes:

To be absolutely honest with yall this is my first time making a game (by myself) and Im super excited! Cant wait to start modelling and making the game!

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