DEVELOPMENT - LOG:
2025.04.13 - Bar fully done
Bar again? Yes I decided to do the music on its own and not parallel. It is really exhausting for me and I still need to learn a lot about it and that takes more time then anyone would think. I also fixed a few bugs, added a few features to improve the ambiance sound a good bit. And now I am working on Restaurant in the starting area. It only needs a few dialog's, NPC's and pathfinding checks/adjustments, aka. not that much left to do there, and then I will continue with the warehouse. I am very exited to do that because it will be a big building with multiple separate patrols, mechanics and “Quests” that intersect there.
2025.04.05 - Bar area finished!
The bar are has been finished. Only... well the music is still missing but I will make the music in parallel while making the next area. Music takes me a lot of time and I can only do so much per day before my brain loses the energy for making it. Music is hard LOL. Most often I make some music/continue working on a song and the when I feel exhaust from it switch do level building or Lore/Dialog/Script writing. I really REALLY love how the Bar came out. And it is a HUGE progress for Level2 and assets in general. So SO many new assets needed all over the map are now done. The progress gets faster and faster for new areas because the assets most commonly needed are already there. I will also from now on add less and less detail what or where the area's are. Just so the players following the development closer still can get surprised. The amount of stuff I show stays the same, but less spoilers will be Included so to say. The game comes along absolutely GREAT!
2025.03.23 - Level 2 - Integrated all Models into the Level and removed "BlockOut" completely
It was a lot of work but the full environment is done and can now be filled with some interiors, decorations, where needed, and the planed NPC's and there “Missions/Paths/Quests/What ever the name is for how I am doing that stuff” can be integrated. And now the important part. TEASER IMAGES. NOT FINAL AND NOT DONE:
2025.03.13 - Small fix to the RSS-Feed
Just a small fix. The RSS-Feed of the Dev-Logs were not formatted correctly. Now the RSS-Feed should work well again.
2025.03.10 - Updated to Godot 4.4 and Jolt 15.0, cleaned Project structure, planed story and NPC's and finished all main City models
The last 2 to 3 weeks I had not as much time as I would have liked too (I was sick lol), but in the free hours I had I still managed to finish quite a few things. I finished all Models that are needed to now fully build the City level aka. Level 2 and replace all placeholders. The interiors will be build in engine with "Interiors Building blocks". They are also already planed out and only need to be placed. The Update to the new Godot and Jolt version was done today and was relatively easy. As usual a few things broke. One overside mine that never was a problem because of a Godot bug now manifested and needed to be fixed. That was easy, just a few Collider issues. Then a few Settings changes and ports to new implementations in Godot and that was it with code changes. A few settings in Jolt needed to be changed but after that it ran fine too. The new improvements showed instantly with the way shades are now faster to execute and THANK GOD Shader compilation is no longer a issue. Just a one time thing and done. Most of the work were the models at the end and I'm very happy they finally are done. A few special Models like Main Story NPC's or a few special assets like Interior parts of special Buildings will be created as needed. They don't take up much time and its easier to make them when everything around them is already prepared. I want to make sure that my ideas around them are fully planed out before creating them to avoid doing it multiple times and make them fit there environment. And also: It's a nice change of pace to create special assets from time to time. The Story and the places are around 90% done planing out. Currently I will need at least 5 new songs for Level 2, 1 for Level 1 and a lot of Dialog Text I'm already very eager to write. Creating dialog for the story is a lot of work but SO FUN. Making music is not my strength sadly xD but I will try my best. I would actually like to look into working with a musician that actually knows how to make good music but that would blow the roof of the budget for the game. This is a passion project after all and I already invested not a minuscule amount of money into it.
2025.03.01 - Level 2 Concept executed and "Blocking Out" done
The concept for level 2 is now fully laid out and the full level has been "Blocked out". For those who do not know what that means: The collision, placement of models and paths are done/reserved and only need to be replaced with the “final” actual model and not just a colored block. Now I need to finish the building models and integrate the NPC's and interiors of the open buildings. Maybe flesh out the underground area some more too. From concept to actually playable is so slow to develop for, but as soon as the Level Environment is inside the Level-Scene everything goes really fast (and then slow again because of the final 90% rule xD). I'm just happy the slow part is finally over and the fun part of actual lore integration can start. Currently everything is going as planed and is inside the predicted time frame.
2025.02.16 - Leaving Pre-Alpha, entering Alpha. Level-Load/Menus/Save/Load/File-Pipline done and way to many fixes.
FINALLY! I am happy to announce that RE//POSSESSED has left the Pre-Alpha stage! All features are implemented and "working". Now in the Alpha stage the playtesting will wramp up a lot and the primary focus lays now on lore, Level designing/building and getting the assets looking as intended (Like menus for example.). Besides that Bugs will be fixed that come up while level building or ticketed by the playtesters. I'm really happy to have come this far! The last goal in development was Save/Load and Level-Load and then it all escalated to the full completion of the menu system, the complete pipeline for loading levels and saves and crushing all bugs in the way of the Alpha stage. Scope what is that (Classic immersive sim dev mindset xD)? This resulted in the leaving of the Pre-Alpha stage. All levels currently shipped with the internal playtest-build can be completed and played as currently intended (they a still buggy probably as you can imagine for a alpha, duh.). A other great unrelated event is the EA release of Peripeteia! We all know what this means: A few days of maximum degeneracy and playing Peripeteia any free minute someone has! My greatest congratulations to the developers!
2025.02.12 - Save/Load System completely done and Level transition code also finished implementing
Finally, FINALLY it is done. Including the UI, integration with the UI and UX, binding's and so on. The level switch code is also done and now only needs the signals connected and testing and maybe a level done screen or something so it is not just press here and next level. The Menu design is not final and only a framework so I can easily improve it with changing numbers later. Now it is Level 2 time and bug fixing for a few thing that came up with testing.
2025.02.03 - Save/Load System nearly done
Nearly everything is working. I got it to behave like I wanted. It literately can be compared to a Save-State in Emulation Software or in Virtual Machines in regard how detailed the amount of information is that gets saved. TL;DR: EVERYTHING. How hard was it? HARD. Like really really HARD. I used the Binary serialization API and the the ResourceSaver and still had to incl. multiple custom ways to save data between running Sessions. Some did Godot just not touch or were reset regardless. Worst were at runtime created Objects and Animation States. Now I only have to fix a few things in the Player and NPC's code that are not set correctly from the start after loading a Save, then the Save/Load Framework is completed. After that the Level-Transition must be tested and integrated into the Save/Load framework too. The code is already done it only must be integrated incl. a Level Exit and Entry Node. That will be very easy. Just must be done cleanly so it must not be touched again. Building the Save-framework was very annoying and harder then it should be in a game engine but it is nearly done and I can hopefully leaf it alone after this. It is very generic and should work with all nodes build in the future and should only need a few flags in the Scene to be working immediately.
On thing I want to add: I did don't use the code linked below but it was a big help in seeing if different approaches would work in how to access Variables and how the officially shared way Godot whats you to save can be used and can definitely help many other developers later too:
Reddit - By triple-cerberus - Behold a function to save an entire scene...
YouTube - Jesse's Indie View - The SECRET to SAVING/LOADING your indie game | Cozy...