Demersus Devlog #16 - Making of the Hide 'N Seek Puzzle, More IRL Asset Tests, Move to a Linear Approach And More
How I made the Hide 'N Seek puzzle, some more IRL asset tests, a change of approach to sequence linearity and rough layout improvements.
- reading time
- 1 minute
- published
- authors
- Eryk Darnowski
- series
- Demersus Devlogs
- categories
- Game Development
- tags
- #Ztgk #Unity
Making the Daughter Sequence and What it Taught Me
Planning
asdf
Temporary Models
asdf
Initial Hiding Spot Implementation
asdf
Hide ‘N Seek Puzzle Implementation
asdf
Workbench Puzzle Implementation
asdf
Final Result
asdf
More IRL Asset Tests
asdf
Moving to a Linear Approach
Admittedly this is a planning oversight on my part, but this is where we are now and therefore I think it’ll be beneficial for the gameplay to replace the initial non-linear approach to the sequences with an ordered layout for example signified by sounds and spotlights above the ‘current’ door.
For the most ’effective’ outcome, I’ll probably go with this order:
- daughter
- wife
- mother
Rough Layout Improvements
asdf
Rough Finger Mocap Test
asdf
What’s Next?
asdf
In other news, both my NAS’s HyperBackup and network rack’s UPS recently failed, so I had to take care of that: