Journal Entry 26
Date: 2025-05-18
Activity: Finish voice acting, polish features, create trailer
Time spent:
- Record all remaining voice lines - 45 mins
- Rework soft walls - 20 mins
- Playtest & tweak final details - 35 mins
- Fix targets not being drawn when the Draw World setting is selected - 3 mins
- Implement theatrical shutdown of the system & finetune level 7 - 15 mins
- Build, configure logo, download files needed to build for linux, remember I have to remove the temporary light sources from levels 4 and 6, build again, upload... - ~1hr
- Write script for the trailer - 40 mins
- Record gameplay for the trailer - 20 mins
- Record voice lines, screen reader lines and foley for the trailer, source additional sounds, and edit the trailer - 4 hrs
I finally finished most of the game, and the trailer. Despite the trailer being done in its entirety in the last five hours before the deadline, I think it turned out pretty well, especially the first section that has no visuals and only a conversation between Eris and Pinna. I even recorded a screen reader to make the scene as realistic as possible. For some reason, OBS couldn't competently record the keyboard while it was recording the screen reader (I put them in different channels, but the keyboard sounds from the microphone were clipped as if way too quiet), so I had to do my best effort to record myself typing the letter with the screen reader on, and then try to mimic my typing as close as possible in a second take, while recording the keyboard in Audacity.
I have fortunately already spent some time familiarising myself with screen readers in the past, as I am really interested in blind accessibility and therefore write a lot about blind characters, so it didn't take too long.
In the game itself, I successfully replaced the code for soft walls -- they no longer fling the player in the opposite direction, but instead really just stop them.
While playtesting the gam's Linux export, I discovered a bug in level 5 -- In the middle of the level, the translation keys (WASD, Space, Shif, Ctrl) are supposed to be locked while the rotation keys (IJKL) are meant to stay unlocked. But for whatever reason, while I was playtesting, the translation keys stayed unlocked too, completely ruining the delicate timing of the level (every time I went to progress the dialogue, the main engine would fire, which ultimately resulted in the messages being cut short by other messages). I will try to fix this tomorrow.
There's also one more thing I want to do tomorrow, and that is to make the "pull the lever down" section clearer, by actually adding a visual lever, adding a text (including voice line of course) saying "Press space to pull the lever" and maybe adding some sort of sound effect.
I also want to implement some of the feedback I got, namely the brilliant idea to clearly separate the dialogue and movement. I am thinking of using some sort of radio static to signify when the dialogue box is active.
Files
Get Project C
Project C
Next Target: Mothership
Status | In development |
Author | Rosie |
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