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.



Making the Daughter Sequence and What it Taught Me

Planning

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Temporary Models

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Initial Hiding Spot Implementation

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Hide ‘N Seek Puzzle Implementation

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Workbench Puzzle Implementation

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Final Result

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More IRL Asset Tests

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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:

  1. daughter
  2. wife
  3. mother

Rough Layout Improvements

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Rough Finger Mocap Test

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What’s Next?

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In other news, both my NAS’s HyperBackup and network rack’s UPS recently failed, so I had to take care of that: