The goals were, hence, to complete the chess room we had prototyped and styled already, to overhaul the library by replacing the shooting with melee knife combat, to update the freezer room and allow player death, and to enable various cutscenes throughout the game, with focus on the ending scene.
Cian outdid himself this week with getting things done, because the chessroom is already completed, the library is overhauled, and the freezer is also done. He has even coded the infinite scrolling for the final hallway, in other words: We can use all of next week for cutscenes and adding little things here and there.
Here's what I have done this week:
- Walking, shooting and idle animations for Orpheus
- Player cutting with knife animations, linked up to the attacks
- set up a short fungus cutscene for the first encounter with orpheus
- wrote a script to fade audio in and out from the game controller so that we may call this from fungus, as fungus did not work out for us on its own in that regard
- blocked out the piano cutscene
- added animations and sound to the chess room
The state provides a hint as to how to solve the puzzle. There is also a book in the library with instructions on how chess pieces move in the real game. When the checkmate is achieved, the statue moves its scepter and the player can pick up the tuning key for the piano from a secret compartment in its base.
Upon activation, the gong will flood the room with light and play a gong sound effect. All the pieces are moved back to their starting positions, allowing the player to reattempt the puzzle if pieces were accidentally pushed into the wrong places.
- updated the entrance hall style
- rewrote the dialogue in the entire game to fit an easier to understand, more streamlined narrative
- Made it so that candlestands around the house can be lit with the matches (however, they go off again when the room is left, so whilst this is a nice mechanic it comes with slight cause for irritation. Will inquire with playtesters about this.)
- added a bed into the basement that will be unmade by a shadowy monster whenever it is made.
- added furniture to the bottom left of the living room that had so far been empty.
- fixed the opening dialogue not showing up in built version by making it an on-start function
And last but not least, Cian and I rehauled many of the stages in the game so far. We added stages in whenever a puzzle is fixed but has not yet been reported back to Orpheus to avoid players running to puzzles before the instruction of what to do there has even been given. This meant editing all the triggers and keyholders in the house, checking through all goal-conditions, updating the item stage ID's, and it threw up a great great number of bugs that required many slow playthroughs to fix.
Overall we are very well on track to seeing this through to completion, and I have some time to add in a few more prettier looking animations and sound effects. I have plans for what we could do if we end up with some extra time, but that is better left to the future for now.