Final final press release:
Final email templates, including formatting for MailChimp:
Additional mailing lists:
Pamphlet design, creation:
Marketing at Netherworld Indie Dev Night:
Bugs, issues list:
Heresy: Frog Animation
Heresy: Phase 2 blocking and cylinder reference bug
Final final press release – 2 hours
Final email templates, including formatting – 4 hours
Final QA pass – 2 hours
Pamphlet design, creation – 6 hours
Marketing at indie dev night – 5 hours
Git, writing blog, team tasks – 3 hours
Bugs, issues list – 4 hours
Indiedb Accounts – 4 hours
30 hours total
Press Release 2.0
(the final press release will also include an embedded video trailer of Hellevator)
Snippet of QA:
- Example of object list i used in game as a reference
Pause screen – larger shadow area
I also spent time researching how to solve the hollow player character model issue. I inspected the player UV mapped mesh and textures but found that I had difficulty changing them without using Blender, so instead I experimented with light emitters.
In the end this was not kept in the game – Bob found an alternative method to alter the texture and prevent the model seeming ‘hollow’.
Heresy – Vial Colliders
Before, when vials were destroyed in Heresy to create acidic puddles the colliders for the glass vial bottles still remained in the puddle. This involved changing the trigger from “component hit” to “component overlap”
Heresy – Phase 2 Shockwave
Ensured that object is destroyed upon collision with the player’s Block sphere.
I also altered the cable rigidity of Lil Lucifer, to ensure its movement was more organic in-game.
- Changed some dialogue lines according to playertesting feedback
- Flash ‘e to continue’ – consistency, creating animations for all dialogue widgets
- Fixed a dialogue bug (broken referencing)
Player attacking forwards
Found that the rotator had to be broken to ensure that Lil Death’s Z-axis was unchanged during combat.
My producer told me to complete the following:
- Have elevator doors open after conversation with Lil Lucifer
- If player dies and is returned to elevator, have elevator doors opened immediately (instead of having to wait or complete conversation again)
To do this, I first needed to find a way to create persistent variables, This was done through a Game Instance Object blueprint.
The blueprint had a single boolean variable to track if a player has just died – the game instance object global variable to track this is accessed through the game now – it is set by the player character blueprint, upon player death.
Upon entering an elevator, this variable is accessed and checked to see if the player was returned to the elevator upon death, or whether they were taken to the elevator after successfully completing a level.
If player returns to elevator upon their death, immediately play elevator doors opening in-engine:
If player returns to elevator upon their successful level completion, wait until conversation end to open elevator doors:
Reset both these variables upon exiting the elevator.