Tag: dev log (page 1 of 2)

Exo One August Update

Had a pretty good, distraction-free and sickness-free month! Work was done! Huzzah!

What’s been happening, then? Here’s a quick rundown (spoiler alerts!):

  • Finished “skybox particles” for Island World
  • 2x Dunes biomes + rocky biome completed + biome blending. Super happy with the general scale, realism and variation in this planet. Tweets of WIPs below!
  • Not as happy with the water skipping gameplay as I once was. Now that there’s “charge/power” levels and pulling up controls, it’s a little less satisfying and simple. Going to leave this and see if a solution pops into my brain at some point!
  • Biome texturing mostly complete
  • Island World around 90% complete. Still needs some objects/fine detail placement/intro work etc. This planet has taken far longer than usual/expected because of two different plugins I don’t normally use/didn’t play well together. Now that I’m more comfortable with both, future planets using these should be much faster.
  • Fixed old nagging terrain specular issues.
  • Debugging performance issues in island world.
  • Had some difficulties marrying fog/water/terrain for Island World and combining certain plugins to create the effects on this planet.
    • The huge range of Unity plugins is great, getting them to work together sometimes is another thing!
    • Two water plugin options that were solid as of 6 months ago are now both deprecated or unsupported and not working properly in Unity 5.6. I’ve fudged my way around one of them for now.
  • Spent quite some time ‘debugging’ above plugin issues, texture issues/profiling/bug reporting.
  • Fireflies can now be picked up (they follow you) on the Ice World, which give more sporadic charge the more you have following you.
  • Wind now pushes you in the direction clouds move
  • A fair bit of time spent learning Fog Volume 3

Pretty Pictures of Things

https://twitter.com/JayWeston/status/903831753856389121

https://twitter.com/JayWeston/status/903855352243920896

https://twitter.com/JayWeston/status/901428170359951360

Here’s a WIP that includes Rhy’s latest music track for the Island World:

https://twitter.com/JayWeston/status/898883801702481920

And here’s a new one of the terrain biomes blending together:

isoIslandWorld

Cya next time!

Exo One July Recap

Just a quick one, breaking down what has been happening. After losing a couple weeks and a computer HDD, I’m now back in action, new computer fully operational with all software reinstalled. If you’re a computer nerd, you might be interested to know I got:

Ryzen PC

Ryzen 1700x
16gb FlareX Ram
Two M.2 SSDs
…and kept my old GTX 780

I was hoping the speed difference would be quite noticeable in Unity but… meh, not heaps. My old i7-4820k was already quite good, so I guess I’m not heaps surprised. I did just render a short video, though, and it really ploughed through that in record speed. Also, Map Magic generates terrain segments a bit faster, but again in general, I was hoping Unity would become super snappy and responsive, but it hasn’t. Compile times seem much the same, as do scene saving times, etc.

I also bought a Cyberpower UPS battery backup, as I was paranoid my old machine might have lost some HDDs from dodgy electrics in my office/s over the years.

Intro Sequence Progress

Unfortunately, after all this new computer mumbo jumbo (and a big delay in receiving the UPS), then some work on Exo One for AVCON, I’ve really only done a few days solid work. Here’s a peek at an improved intro sequence that I’ve been meaning to do forever:

AVCON

Exo One Next to Hollow Knight and Forts

Exo One next to Hollow Knight and Forts

I opted not to actually attend AVCON the other week, because I was concerned I’d get sick again, so huge thanks to my partner and some very helpful local dev friends of mine!

https://twitter.com/JayWeston/status/889015173293289472

Was nice to get this write-up of Exo One by Chris at Hyper.

Of course, I got the con-flu anyway, but I can work through it for the most part. Bad things happen in threes or something? Therefore it’s all smooth sailing this month!

Tasks Completed

Bit of a small task list (lots of small things) for the month:

  • Hunting for writers complete (pretty much ready to go)
  • Story prep work for writer
  • New Ryzen PC received, reinstalled all the things…
  • Intro Sequence
    • Added transport monolith animation
    • Crater impact + FX
    • White flash + sound
    • Steaming craft
  • Improved low speed craft handling (doesn’t float about as awkwardly now)
  • AVCON prep (got Restart working properly)
  • Improved high altitude sky, so that we can’t see the world end so easily
  • Improved craft appearance (reflection probe)
  • Custom rain (needed custom solution outside of trueSky, due to high speed movement of the craft)
  • Switched temporal AA method to standard Unity for slightly nicer looking AA
  • Some terrain improvements, possible due to streaming/not having to worry about generation time.

Catch you for the next update! Should start seeing some more progress very soon.

 

 

Exo One June 30 Progress Update

A quick update on what I’ve been working on for Exo One this past couple of weeks, now that Kickstarter is pretty well settled for now:

The new version of the backer preview build should now work for 4k screens/odd resolutions. Check your Humble email/download link if you had issues in the past.

Worked on the story for a couple of days.

Rhys fixed an old, annoying camera bug. In some situations the camera would tilt annoyingly. Still one or two other oddities to fix yet.

Pre-order page is now up on Humble here, if you missed out on the Kickstarter: https://www.humblebundle.com/g/exo_one

Slight ‘wing tip trail’ upgrade on the craft in glider mode.

Partial world streaming tests. Instead of generating terrain in real time, I’ve pre-generated it in a huge area, which results in a big performance gain, and hopefully no frame rate spikes for people without beast CPUs. There’s still plenty to explore, but this would mean no more infinite terrain. With the focus of the game more on the movement and feels, and without a huge amount of ‘content’ to find, I think this is fine. I’m still yet to complete testing this as I have to actually stream the terrain in. Have to see if there’s a framerate spike from that next.

As part of optimization tests, I’ve tested baked lighting as the terrain now exists (pre-generated) before the game starts. This would mean a slight improvement in distant shadows, but unsure if I’ll be using it as I have less control over lighting (afaik, need to spend a little more time) and there would be a huge lightmap generate time for the number of terrains.

Pre-generated, streamed terrain (if they’re as smooth as I hope) will have a number of other advantages visually as well, since I won’t have to try quite so hard to keep frame rates super high to account for frame rate spikes.

Terminus Nominee – best game/design. Pleased to announce Exo One was a close runner up/nominee for Best Game and Best Game Design for TERMINUS this year. Full details:  https://terminusevent.squarespace.com/2017-award-winners

Wind air currents. These are nice little atmospheric objects you can find if you look for them. If you manage to get inside the air current, they will give you a speed boost. I may toy with other ideas like having your controls become harder to handle within as well, so you have to ‘wrestle with’ the turbulence/speed.


First Ansel Tests. 
While this didn’t work in Unity 5.4, now that I’m in 5.6 we are in business. Just need to remove my own camera controls while in Ansel mode to make this work, since now the camera controls are competing with Ansel’s. Below is just a silly retro snap:

New trueSky, MapMagic, material updates. Here’s a screenshot of Sagan4 with the latest versions of these plugins, using MegaSplat for their rather awesome texture clustering (minimizes tiling effects):

exo one sagan 4

AVCON. If you’re in Adelaide and are coming to AVCON, I’ll see you there! Unsure yet whether I’ll be bringing an older or newer version of the game. Might depend on what state the current build is in.

Catch you for the next update, where I hope to have made some solid progress on planet streaming!

Post-Kickstarter Update

Progress

I’ve had a little time to decompress, and since then I’ve been doing the following things:

  • Managing all the rewards/surveys/spreadsheets post-Kickstarter.
  • Some add-on rewards (the self-print poster) will be sent out shortly. Just trying to minimize the time I spend sending out rewards as new survey results trickle in.
  • Trying to track down a small number of show-stopper bugs for some players, but not having much luck. This is thankfully only a tiny number of players as far as I know.
  • Upgrading Unity to 5.6 for its various speed improvements and new plugin versions, which are also offering speed improvements on top.
  • Experimenting a little with Voxeland, a Voxel terrain plugin for Unity (integration 1000% unconfirmed!) by the creator of Map Magic
  • Posting a bunch of new bug reports for all the issues I’m running into while upgrading to 5.6
  • Boring stuff like accounting/tax planning for the Kickstarter money

Next

Moving forward, I’ll be working with Rhys and Tim to plan out the next planets and the music to go with them.

I’ll be completing the Tidal Locked world and optimizing it. Since I created it during the Kickstarter, it was a bit more thrown together than usual, and I’ll likely need to combine all three biomes into one for performance reasons, as all three biomes generate at once due to their close proximity to one another.

I’ll also be integrating fixes from plugin developers as they come in for Unity 5.6.

Plus, I’ll be setting up a pre-order page for Exo One via Humble Bundle too, probably so that pre-order customers get instant access to the backer preview build.

Since survey responses have now slowed to only a couple of responses a day, you can probably expect to receive your Rezzed poster add-on (if you pledged for it) today or tomorrow. Please fill out your survey if you haven’t already!

Polls

I’ll be sending out the first backer-poll very shortly, stay tuned!

Off Topic, Other Games

After an almost games-free Kickstarter month, I’ve finally had downtime to get back to playing a few games. Lately, I’m back on Rocket League, and having a few games of Player Unknown’s Battlegrounds.

I also tried Klei’s Oxygen Not Included, which I liked, but perhaps feels just a little too much like work for me to want to spend that much time with it. When I’m working on solving coding puzzles and business problems all day, somehow base-building/management stuff doesn’t appeal as much as driving around whacking a ball in Rocket League!

Oh, I also tried the new dirt tracks on iRacing, really great physics! I had one race and finished 3rd in my (super low skill!) tier :)

Finally, check out this amazing looking game I spotted via all the E3 press:

I could watch this 1000 times! If all I do is press a button to advance the pretty graphics, I’m sold!

Catch you for the next update, hopefully with a screenshot or two from Unity 5.6!

New EXO ONE trailer and Kickstarter campaign coming soon!

kickstarter-logo-light-large

Very excited to be taking EXO ONE to Kickstarter to complete the game, and at a higher standard than would be possible on my own.

I’d really appreciate if you’re a fan of the game, to help me spread the word, whether that’s simply hitting Like on social media, Re-Tweeting, or just telling friends. You can follow Exbleative’s Kickstarter profile page here, and when the campaign goes live, you’ll be notified immediately.

Here are some other ways you can track the project and keep up to date:

At the same time, I’ll be revealing a shiny new trailer that will be featuring in the Kickstarter. Here’s a taste!

EXOONEKSTrailer

I’ve been really working hard to get this all out since I returned from Rezzed a couple of weeks ago (hi again if I met you there!), and look forward to sharing the Kickstarter URL and trailer with you all very shortly.

Thanks for following along!

Heading to Rezzed in 1 week

Since I’ve got a build done for Indiecade, pressure is off a bit for Rezzed, as even if the game dies often, I’ll be there to restart it etc. My biggest fear is I’ll be overseas without my PC and unable to fix any issues that occur. I’m most concerned that there could be some kind of graphics card incompatibility or some other thing that causes the game to run badly or fail, but I’ve tested the game on a number of friends computers with no issues so far.

I took Monday and half of Tuesday off to recover from working most of the weekend into an all-nighter. Now:

Final Rezzed Tasks

Monday

  • Ensure my build shortcuts work so we can just load planets from wherever we are. ~30 mins
  • Fine tune camera some more ~30 mins
  • Script energy spheres so they’re closer to the ground for new players to pick up more easily. Couldn’t get a handle on what my dumb code was doing, gonna bail on this for now at least ~30mins
  • Try to get level restarting working again ~3 hrs :(
    • I wasn’t looking close enough at my debug logs ordering or my  if else logic!
  • Improve timing on navigation icon hint animation ~15 mins

Tuesday

  • More camera fine tuning ~30 mins
  • Improve planet 2 ~4 hours
  • Hanging out probably a bit too much on William Chyr’s excellent Manifold Garden stream :P Highly recommended occasionally though, especially if you’re a solo dev. ~2 hrs

Wednesday

  • New creature stuff for 2nd planet ~ 3 hrs
  • Integration with MapMagic ~30 mins
  • Directional vector UI stuff ~2 hrs
  • Bug fixing above! ~30 mins

Thursday

  • Further creature improvements ~1hr
  • Profiling above. Oops it runs like hell :/  ~30 mins
  • Improving planet 2 biomes, variation. ~2 hrs
  • Testing ~30 mins
  • Rezzed prep work ~1 hr
  • Build testing/uploading ~30 mins

Friday

Not really going to add anything of substance from here on, it’s Friday, I’m leaving Monday for 1 1/2 weeks, so I’m going to make sure it works properly then pack tomorrow and chill out before the hell that is international flying on Monday.

  • Air particlezzz! I’m embarrassed to say ~3 hrs (it’s hard to get these just right!)
  • Tweaking both planets ~3hrs
  • Tweaking lighting ~1 hr
  • Rezzed prep ~30 mins

Saturday

Final testing has picked up a bug with the wormhole sequence where the screen goes black (but game continues afterward). So this will be my last task before flying off. If anyone going to Rezzed is reading this, I’ll cya there, hopefully without a buggy game on my hands!

2 Weeks Until Rezzed

My main priority this week (or the first day or two) will be completing my wormhole upgrade, complete with smoother transitions and loading. With any luck it’ll just be a few hours, but I seem to have introduced some new bugs at the same time.

Then I’m back onto a bit of story related stuff, and after that I might reassess what to do next for this Rezzed build.

Monday

  • Smooth wormhole transitions ~6 hrs
  • Fixing new WH related bugs ~2 hrs

“Pro” coding tip and OMGTHX to Mr Rhys Lindsay, our EXO ONE musician:

  • If you start a coroutine from one script on another, ie “StartCoroutine(AnotherScript.instance.thing())” and then destroy your scipt/unload the scene, your coroutine will be destroyed, and you will wonder for HOURS why the helllll said coroutine fails to continue…!
  • Instead, Anotherscript.instance.StartCoroutine(OMGitWorks!());

Tuesday

Cleaning up from yesterday. Wormholes mostly working as intended now. Didn’t really get the nice super smooth transitions I wanted by loading the next level in the wormhole, but I think that is perhaps a much bigger task than I realised.

  • Wormhole clean up completed, bugs removed ~3 hrs
  • Fixing up overlays a bit when wormhole camera comes on, but still a very average solution. Think I might need some kinda ‘overlay’ camera that handles all my post processing! ~1hr
  • Fixed random sound loss on first planet ~30 mins
  • Tutorial tweaks ~30 mins
  • A whole bunch of other tweaks, now that everything is working again! ~2 hrs
    • Profiling/fixing some resource hogs
    • Fixed wrong ground contact sound in tutorial
    • Added wormhole exit effects to 2nd planet
    • etc

So, happy to report game is buildable and pretty much bug free.

Wednesday

Going to profile the game a bit and see how the frame rate is, if there’s any easy wins to make it smoother. Noticed some frame hiccups near monoliths, for example…

  • Sole remaining bugs:
    • Null ref on some sounds. ~30mins
    • Somehow at some point, the ParticlePlayground (plugin) manager disappeared from the wormhole scene, which meant I couldn’t turn it back on… Took me ages to realise this! ~2hrs…!
    • Then I wrestled unsuccessfully with why, in editor, the wormhole transition looks fine, but colors break in the build… ~2hrs
    • Similar to above where the entire game start screen was broken in build but not editor… ~1hr

Sucky day!

Thursday

  • Wasted another day in town waiting for my car to be re-repaired (they didn’t fix it the first time…)
  • Now I need to hunt down why there’s issues with my build, but not the editor. Checking:
    • Player log for any errors. Went in and fixed some warnings just in case.
    • Noticed maybe we weren’t in the right quality setting… That wasn’t it.
    • Logs pointed to my scene loading stuff, realised the intro scene wasn’t loading. Put in a million debug lines.
    • Tracked it down to (I guess due to load speeds between build and editor) the wormhole scene not finishing loading in time and messing up a coroutine sequence
    • 2 hrs
  • Perhaps not overly wise (I don’t know?) I updated the camera system to reduce the amount of cliff/ground staring you can do sometimes! Still needs fine tuning but liking the result ~2hrs.

Friday

Indiecade E3 deadline is tomorrow, and I’m wondering whether to submit to that or not.

Pros:

  • Might have less competition with other submissions because it’s the earliest submission date
  • Could send it and ‘forget it’/not spend more time on event/award submissions for a while.

Cons:

  • Potentially lower my chances of being selected because I have less time to improve the game
  • Barely enough time right now to test the build

I’m going to work assuming I’ll submit for the e3 deadline, then see where I get up to and make a decision tonight/tomorrow morning.

Tasks for tonight’s deadline

  • Restarting levels/game is a bit broken. Perhaps not a massive problem, especially if I make a note to restart the exe instead, I dunno. Not a great foot to put forward… “my game is broke so don’t press THIS button”.
    • Had a huge amount of trouble getting this to work in wormholes as I was async loading the next level in the wormhole, and you can’t cancel async operations… Gave up on pause in wormhole! ~3 hrs wasted
    • Checking normal pause/restart stuff working ~1 hr
  • Perhaps minor color bug when we enter a wormhole in the tutorial. Ignoring!
  • Decide whether to fix or remove some new ‘story-like’ feature in the 2nd world (don’t want to spoil) which isn’t 100% working. Fixed this, took ages ~3 hrs
  • Fine tune new camera stuff or just use old one?
    • Had a play and had the new stuff working quite fast so sticking with new ~30 mins
  • Not obvious enough ‘objective arrow’. Use some combination of:
    • Text/blinking text (at least at start/level load, then turn off). “Energy signature”.
    • Start the arrow size large/blinking then quickly reduce size.
    • ~1 hr (still not obvious enough!)
  • Final testing
    • Picked up lots of restart level/restart game issues. Restart level I removed completely as I was stumped and had no time left. ~2 hrs
    • Numerous other tweaks to planets, UI, sound, etc, etc. ~2 hrs
    • Profiling for frame rate issues ~1 hr
    • Playing through the entire build many many times ~2 hrs.

I ended up pulling an all-nighter to get this finished before the deadline. I still had ~4 hours before the deadline, but I opted to work all night just in case it came down to the wire.

Also quite badly underestimated how much work was required for the Indiecade submission in terms of text. They needed ~300 word answers to a bunch of questions, and that was rather hard at 5-6 am.  Took me another hour or two.

Now going to take a day or two off to recharge before Rezzed!

3 Weeks Until Rezzed Countdown

Last week I created a fully playable build that I submitted to Amaze and Momocon that I could take with me to Rezzed. So on the one hand, I could decide to use that and focus more on long-term tasks, but at the same time there’s not much downside if I work on some stuff and either don’t complete them or the build breaks at the last minute or whatever.

Rezzed build tasks this week

The current weak points I’m thinking of trying to bring up are:

  • Loading between scenes/wormholes is a bit janky still.
    • Harsh cut-off in audio between scene loads
    • No fading in/out (need to develop a system that can be used in many situations)
    • Kinda two different wormhole effects, need to adjust the old to match the new
  • 3rd person camera not handling non-terrain objects at all. Don’t like my chances of fixing this but will have a go for a day at least.
  • Still unsure if I should change up the tutorial level.
  • Occasional performance issues

In terms of just adding more stuff, I find it a little hard to prioritize. Maybe:

  • Story related stuff (won’t elaborate cos spoilers)
  • Third planet

Wot I Gone Got Done On Mon

  • Added story stuff and system for unique cutscenes on each planet ~2 hrs
  • Removed ability to endlessly jump in clouds ~15mins
  • Rezzed trailer changes based on feedback ~1 hr
  • Fixed lightning sounds in clouds ~15 mins

Tuesday

Zero done – had car problems, needed to take to the service shop for the day.

Wednesday

  • Trailer Mk2 ~2hrs
  • Story sequence stuff ~2 hrs
  • Emailing journalists and YouTubers for Rezzed ~4 hrs

Here’s the teaser for Rezzed. This went over pretty well and is looking to soon have over 100 likes and 20 RTs:

Thursday

  • Fixed crappy tutorial camera. Made it follow faster (easier to keep track of where we are) and fixed the collision with walls. You used to be able to see through walls…! 1hr
  • Better wormhole transitions (required a bit of reworking of a bunch of stuff) ~2hrs
  • Improved tutorial sequence so it’s more focused. All text/directions are just top center without the fluff/distraction text on the left. ~30 mins
  • Had a great meeting with Adelaide’s Emilia Chignola (IGDA/Two Lives Left) and Carmine Fantarella (Icebox/Games of Edan) about my game, plans, Rezzed plans, PR/marketing stuff, etc. Two of the most helpful and nicest peeps I’ve met! ~2.5hrs

Friday

Noticed the earliest IndieCade deadline is rolling around in a week… Can’t believe it’s almost been a year since I submitted last! I’ll definitely put something together, but not sure which deadline.

  • Completing wormhole transitions. This was a far bigger task than anticipated, needed to rework how all the level loading worked…! About 95% the way to finished, though. Took all day!

 

Weekly EXO ONE Dev Log 3-3-2017

So the big completed tasks last week were the story (for Rezzed anyway), voice acting, wormhole art, flights booked for Rezzed and accommodation sorted. Inserting the narration should be pretty straightforward, my biggest task will just be getting the wormholes integrated properly. This might take a couple hours or a couple days!

Planned Tasks This Week

  • Wormhole transitions ~1 day
  • PR leading up to Rezzed ~2 days
  • Integrating new voice over narration ~  1 day
  • Submit game to some upcoming game events/competitions
  • More tweaks to second planet ~ 1 day

Monday

  • Engage crunch mode for 30th March event submissions :/
  • Wormhole transitions completed ~3 hrs
  • Wormhole narration based on current progression, complete ~30 mins
  • New demo end point complete ~30 mins
  • Testing latest build ~30 mins
    • shared with musician, Rhys Lindsay for second planet music score
  • Planet 2 ~ 2hrs
    • Unique intro
    • Optimizing biomes
    • New music added
  • New narration in ~2 hrs
  • Build testing ~1hr

Pretty great day!

 

Tuesday

  • Final push before submission to Amaze and Momocon
  • Changed music from endless looping to play, then silence, then play once more 2 minutes later. Also removed music from tutorial.
  • Tweaks to planet 2 as it was somewhat repetitive and flat
  • Shortened both levels for Rezzed and event submissions. Unsure how long to have each planet go for! I think ‘good’ players will knock off a level in 5 minutes, while maybe new players will take 2x that.
  • Testing ~2 hrs
  • Various other tweaks… all day :P
  • Submitted to both events

Wednesday

  • Boring tax hell ~3 hrs
  • PR stuff ~4 hrs

In gross hot weather. Worst day ever!

Thursday

  • More PR stuff!
  • Some poster planning for Rezzed
  • Redoing higher rez logo
  • Updated presskit

Friday

  • PR… …. stuff! (not my favorite week ever) ~2 hrs
  • New, short trailer for Rezzed ~3 hrs (just gotta think about when to time release on this)
  • Returning to work on the Rezzed build ~2 hrs

Kinda boring week in general with so much time spent just emailing people, organising Rezzed, tax, etc. And the Amaze/Monocon applications kinda killed me as I stayed up really late finishing them. Would have been nice to have a new screenshot or gif to share at least! Hopefully next week I’ll have that poster or trailer or new music to share.

 

EXO ONE Weekly Dev Log 27-2-2017

Some news – I’m flying to Rezzed in London, boom! With some help from a very gracious family member, I’ll be heading over for the event and will be making the most of it while I’m there, and hope to meet some new friends, players, developers and press. I lived in London for a year (a few years back) and kinda only made a couple of contacts, but it’s amazing how much help just a couple of people can be. Especially when they have some experience under their belt.

Well, after a slow one last week, my weekly task list isn’t dissimilar to last!

Planned Tasks

  • Schedule out Rezzed, buy flights, book accommodation, contact people I’ll be meeting over there. 1 day.
  • Finishing touches to story. Might actually add a day to this to get some final feedback. 1 day.
    • Send story off to voice actor.
  • Wormhole transitions. This will take as long as I kinda want it to… So far there’s just a super simple wormhole effect, and for time’s sake I might keep it this way for now and just make sure it works 100%. Currently it is quite janky. 1 day.
  • Contacting some games press pre-Rezzed.
  • If all goes well, finishing Planet 2 (art/level design) 2 days.

Monday

Wot I did:

Tuesday

  • Press and PR company emails ~1hr
  • Story fine tuning + contacting voice actor ~ 2.5 hrs
  • Changing the tutorial level slightly due to story reasons! ~2 hrs
  • Booking flights, AirBNB, etc. 1 hr

Wednesday

  • Hugely blown out task rearranging the story slightly in the tutorial level (all day + night…!)

Thursday

  • Submitted @RhysLindsay’s music for EXO ONE to IndieCade’s soundwall ~1hr

  • More tweaks to narration/story in tutorial level ~ 2hrs
  • Wormhole FX ~1hr
    • Wormhole video to Twitter ~15 mins
    • Sound effects ~30 mins
    • Integrating with existing level loading system ~

  • Meeting ~1hr

Friday

  • Rezzed PR prep work ~3hrs
  • Rezzed planning ~1hr
  • Biz card design/ordering ~1hr
  • T-Shirt time wasting I mean design (I did some stuff I didn’t like then just went with the EXO ONE logo…) ~1.5hrs
  • More wormhole sounds ~30mins
  • Integrating wormholes into level transitions ~1hr

Rezzed related planning took up a bit of my head space this week but made some decent progress. My nerves leading up to Rezzed will be calmed just as soon as you can play the game through to the second planet, wormholes, narration and all. Hoping this week will be the week, then I can just tweak things!

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