C.W.I.S Devlog #3 | Upgrades & A Whole Load Of Bugs

Welcome back to another devlog on C.W.I.S, In this devlog I go over the new weapon upgrades system progress, some menu work, an improved ship health/hitbox system and the early setup of the radar on the ship.

Its been a busy few weeks so I didn’t manage to get as much done as I would’ve liked, but the next few weeks look much clearer so I should be able to get a lot more done. Since making the video I have already started on the remaining weapons for the game including a main gun & player missiles. So lots more to coming in future devlogs!

Watch the devlog below:

If you have any suggestions for future content, comments on the current work or just want to share your thoughts, feel free to comment them on this article or in the comments section of the video.

C.W.I.S Devlog #2 | The Basics Of Shooting

In this devlog I go over the new mechanics of turret shooting, with object pooling, overheating & ammo count. Along with some early progress on the radar system to show incoming threats, a hitbox system to control the health & damage of the player ship.

Watch the devlog below:

If you have any suggestions for future content, comments on the current work or just want to share your thoughts, feel free to comment them on this article or in the comments section of the video.

C.W.I.S Devlog #1 | Project Introduction

After taking time off from Project Tilly, I’ve decided to instead focus on a game which is a little bit more achievable with my current skill set to get another release under my belt. So here goes…

ICYMI: I go over what’s happened to Project Tilly here: https://carter.games/website-update-future-plans-apr22/

With this remake I’m focusing more on the progress updates, builds & devlog.

This game will have a video devlog series to go along with it where I talk about progress made on the project, future plans & discuss feedback and suggestions from the community. The full playlist can be viewed here:

Currently there is just the announcement video going over the plans for the project and summarising the original jam version of the game for those who didn’t play it. There will be videos every 3-4 weeks or whenever a decent chunk of work has been achieved. Which ever comes first!

A little sneak peak of the upcoming progress can also be seen on my twitter post below:

I’ll be updating this page with the latest art & visuals when I have them along with the development builds & devlogs as and when they go live.

Speak to y’all soon

Project Tilly Devlog #10

A bit of a busier week life wise this week has meant I’ve had less time to work on the project. I also just wasn’t feeling like working on the project after my work days this week and couldn’t get in the mind set this weekend. To not push myself into working on the project, only to end up undoing a load of it later. I’ve decided to take the weekend off and just relax for a change.

Anyway here’s wonderwa… sorry, here’s a walldrobe.

Not yet implemented and missing a few bits but its an improvement over the placeholder cube I had before. This is about the only thing I got done on the project this week as an experiment with Volex for art. Not 100% sold on it, so gonna try and re-learnt the controls in blender again soon (I’m used to 3DS Max but no way can I afford a licence for that xD).

Next week is going to be mostly project planning for the prototype, I want to nail down my tasks for a release build. Start writing out what story elements are going to be in play and the dialogue for said bits as well as what goals the player has in the flat scene to complete the section in the prototype. So next week’s post will have a lot about the story and background of the main character if all goes to plan xD I’m hoping to wrap this prototype up by end of May at the latest so I can try out some other ideas I’ve had so not to get burnt out as much. Then dependant on reception and how I feel about working on it further, I will decide its fate.

Project Tilly Devlog #9

Hello all, once again it is that time of the week, time for another development update. Like with the last few weeks this week was focused mostly on the computer systems. But a little more got done this week due to some apps needing a little more development of their sub systems for their implementation to function. These being the dialogue system for the messenger app & music player (audio manager) in the music app.

The Photo & Mail Apps

Both the photo & mail apps have their functionality working as intended. Here what each of them do now.

Photo App

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While still a little programmer arty, the photo app now has functioning categories, meaning the photos can be set into groups for the user to browse. The app also has a preview setup where the photo is put mostly full screen on the app window with options to close the preview or navigate to the next or previous image in the category. Each category also now displays the number of photos they contain. Currently it is even, but that is just because of the test setup. They do correctly update to the total in the category.

Mail App

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The mail app now has the mail area showing the message you select. The app is only intended as a lore area so the user can’t actually send emails. The messenger app is intended to fore fill that role in the game. Here the user will be able to look through and read old & new emails.

Music App

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The music player app has had a little of work to it. Mostly on the controls side of things. The music playing side of things still needs a bit of work on the music plyer itself which I’m doing on my work day mornings so I should be able to get that working as and when.

Messenger App

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While no messages are displayed yet, the layout and some of the people in the story are in the backend with their names and placeholder photos on the sidebar. Clicking one of the people sets the display to show the messages between you and said person. More on the people will be coming in future weeks, avoiding spoilers of-course. The messenger side of things will work like you’d expect, though your replies will be pre-defined as its just easier to manager the dialogue that way.

Other Changes

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The flat scene has had some improvements this week. Switching from HDRP → URP was a move I made this week as I know more about URP and what it can do as well as how to set it up correctly. The player now has auto-saving, with an icon (rose currently) that appears when the user has hit an auto save point. Currently this is just when the user opens the laptop, but more will be around the game in the future. Because of the auto saving I was also able to get the chapter states setup so the user now correctly remains by the laptop when returning from the computer. This also means the player is correctly positioned to where they last were in the game on reloading which is also handy.

That’s about it for this week. Next week I have less time to work on Project Tilly due to being out most evenings in the week. But I’ll get what I can done in the time I have on fixing an issues in the game currently and start adding more interactable elements to the flat scene.