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Lacuna Passage - Devlog #67 - Inventory and Container Management

As you may know if you have followed us for a while, every month we have two development blog posts on the site. One from Spencer where he details new art that he has been working on, and one from me (Tyler) where I go over the programming/system development. This last month our progress has been a bit slower than usual. Partly due to the fact that both of us and our families all took a vacation to Nashville to unwind for a week. Unfortunately, soon after I returned we received news that our new puppy has some serious health concerns that may be lifelong.

Gratuitous sad puppy photo

Gratuitous sad puppy photo

Naga - a dachshund, basset hound, jack russell mix - will be having a skin biopsy soon to confirm if she has vasculitis, a condition that impacts her immune system and causes a lot of discomfort. Over the last couple months we have been dealing with the symptoms and trying to manage the side effects of various drugs we've used to try and treat her. Hopefully we will have more answers soon, but the many doctor's visits and close attention she requires has been stressful and has impacted my work. I wish I had more development progress to share with you today, but sometimes life just gets in the way.

All that being said, we have still managed to make some very important progress with our inventory management system. I thought it might be kind of fun to do a more informal development video covering these features where Spencer and I discuss some of our design process. As with everything else in these blogs, nothing is final, but the discussion featured in the video might give you some insight into the kinds of conversations we often have when trying to shape how the game will function. Sometimes we don't always agree on how something should work.

Progress has been made in a few other areas including terrain tile loading and game state saving, but unfortunately none of those aspects are very visual so they don't make for very interesting blog posts. Let us know what you think about the inventory UI in the comments.

Lacuna Passage - Devlog #37 - Song Seed, Saving, and Physics

The last few weeks have been very busy for us on the systems-side of development, so let's dive right in.

Song Seed Unity Plugin Progress

We are inching ever closer to the release of our Unity plugin, Song Seed. We did a short introduction video for the plugin in a standalone post a few months backs. Since then we have been hard at work, adding new features, ironing out bugs, and beginning to create the documentation.

Example of Song Seed documentation diagrams

We should be close to doing a beta test for Song Seed, so if any Unity developers are reading this and are interested in helping us test it, please contact us.

Any music loops should work with the system, but our composer for Lacuna Passage, Clark Aboud, is currently working on some custom loops packs specifically designed for Song Seed which will also be available on the Unity Asset Store soon.

Saving and Loading in Lacuna Passage

NOTE: Saves no longer function as described below. We have made save files accessible in a save folder.

Lately we have begun tying our background gameplay systems into a central saving and loading feature that will be fairly unique in Lacuna Passage. To prevent players from manipulating their save data to "cheat" the survival randomization we will be utilizing a save system that deletes your save every time you reload the game. When you quit it will create a new save.

This effectively creates a form of "permanent pause". When you quit the game it's more like you are putting it on pause and when you restart the game it's like resuming it again. You cannot choose when you save or duplicate/copy your save files. Every time you die you will have to start over from the very beginning. If that sounds punishing, don't worry. Dying is a huge part of Lacuna Passage and each time you restart it will be with a new wealth of survival knowledge (in fact, taking notes is strongly encouraged). Each playthrough will be an opportunity for you to improve on your previous run.

Above you can see a very simple demonstration of loading in the player's previous position and rotation. A bunch of other things (including survival stats, time of day, and weather) are also being reloaded in the background. Now that the basics are in place we can extend the saving and loading as we fill the world with more content.

Physics Items

We haven't really touched upon many of the different types of items you will be able to interact with in Lacuna Passage. Obviously we will have things like food items which will need to be collected for survival, but those are small enough to fit in your suit pouches. So what about items that are too large to fit in your suit, but are still small enough to be carried? Well, you will have to carry them... with physics!

As you can see in the images above, a small number of items in the game will need to be physically carried. These items will often be necessary for certain survival challenges so keeping note of their locations around the Foundation Base will be critical. You won't be able to just pull them up from a menu, so don't lose them. I'm sure you can envision a survival scenario that might require the above fire extinguisher. Other examples might include an emergency generator or a power drill.

Also, it's really fun to throw them around :)

If you have any questions about this month's devlog just let us know in the comments!

 

If you're still reading... here's a sneak peak of some more progress on the Greenhouse Spencer has been working on since last month...

Click to enlarge

Make sure to check back for the art devlog post coming on the 15th to see more!