#Not Human - A Small Interactive Story Game

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faint galleon
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I am making a game for the Conduit Game Jam that is currently happening. The name of the game is "Not Human." Now, I have been working on it for a week, and I thought that maybe this would be good time to make a Dev Log to keep myself motivated and make sure it gets done on time.

Story ahead - ***WITH SPOILERS. SKIP NEXT PARAGRAPH IF YOU WANT TO PLAY WITHOUT SPOILERS WHEN THE GAME IS RELEASED:


||The game has to do with a robot (the player), which has aware artificial intelligence, and it wakes up after a massive blizzard. The blizzard has calmed down, but still violent. The robot (the player) will have to use clues from the small building that it wakes up in to learn that the makers of this robot have left this location, and the player has to go on an adventure and find more clues to find the makers again. However, the robot finds the makers, and sees that they have made an identical version of itself. It sees this and believes that it is useless, and needs to destroy itself. The player does not know this, and will go off and collect materials that the robot itself wants. They assemble the parts they collected, and learn they helped build a bomb. The makers of the robot come out of the building they are in, see the robot, and try to convince the robot that it is not useless. The robot does not believe them, and starts saying something inspirational yet sorrow, and the bomb blows up, with the screen flashing black and the sound silencing instantly.||

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Here's what I've done as of right now:

  • Player Movement: Just used the Third Person controller and edited it a little for how I want the movement to play

  • Snow Shader: The player makes a small snow track when walking around

  • Blizzard and other Weather: I have weather working great. There are sounds, rain, snow, and even lightning that makes flashes of light, making the whole scene look realistic

  • Art Style: I have my art style down. I have a small amount of pixelization, a splotchy paint look (not sure what you would call that ๐Ÿ˜…), black bars, scan lines across the screen, and autofocus for the depth of field

  • The Story: I know exactly how I want the game to play out and what the story will be

What I need to work on:

  • The ability to interact with certain objects, making an outline appear when the player gets close to the object (I already have the outline working, I just need to make the actual interaction happen)

  • The outside scene. I am going for a destroyed outside scene, where building are destroyed, and trees have fallen

  • The rest of the story to be in a playable state

  • Published to Itch.io and done. I hope the full game will be playable in WebGL, but if not and I do not have enough time to fix the bugs, making a download for Windows will have to do

faint galleon
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All right. After a break and more working, I finally have interactions done. I have a system that will make an interactable object have a white outline around it, which will enable whenever the player is near. Then, the player can press E to interact with that object, and then using Cinemachine and Virtual Cameras, there will be multiple shots that I can set up to play in an order. It is customizable and can work with any of my objects.

Is it optimized or the best way to do it? Probably not. But it gets the job done for my quick deadline!

onyx linden
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this style looks so simple yet so cool

faint galleon
faint galleon
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Not Human - Dev Log

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I sadly did not get the game done in time for the game jam ๐Ÿ˜… (I procrastinate a lot... I am working on not doing that)

However, good news! I will not abandoning this project, and I will continue to make it and put it up on Itch.io when it is done. So, stay tuned for more updates for the next few weeks!

faint galleon
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All right! I have been working on the project, and I got an objective system working! I can apply one of the three scripts I have made, and one of the three will happen when a player interacts with the object, depending on which I want.

  • A cutscene with a moving VirtualCamera System

  • Show an image that will fade in as a UI image, and the player can press E to leave and go back to playing the game

  • Put the camera in one spot, and the player can press E to go back to the game. Acts as a way to view an object and get closer to it with the camera

Now, with this system, I made it so that every time the player interacts with any object for the first time, an objective counter will appear and count up, like 0/3 to 1/3, and more.