- Demo Code Complete! - 15 September 2022
Demo Code Completion - 100% Hey peeps! So as the title says, the Demo is now 100% Code Complete, meaning that I have all the features I needed implemented into the game. Now I can finally start building the Demo! Big thanks to everyone who's stuck around and wishlisted the game! It means a lot to still have support, even if I didn't really have much visually to show for it. However, the wait is over, and soon I'll be posting official gameplay clips, and then soon, the teaser trailer for the Demo! Here are the final devlogs and bug fixes. If you want to know how far development on the Demo is going, go ahead and check out my personal site, it has the official checklist. The site is still in beta so it's not pretty, but the checklist works Isometric World: Frame of Mind Progress In total, during the development phase, I've made... 2 years, 22 weeks, and 4 days worth of devlogs 250 bug fix…
- August 2022 Development Logs - 3 September 2022
Development Logs 8/1/22 - 8/12/22 - Added in Platform Interactable Types - Updated damage from falling to now be referred to as Kinematic Damage - Got a new domain for my personal site which will contain all to know about me and devlogs for my projects - Continued with controls for moveable objects - Updated Camera Dynamics to provide more of a bounce / bob based on motion and velocity - Added in movement restrictions for Movable Objects, allowing the possibility to have track based interactions - Updated input axis detection to be mathematically correct, even when Velocity is 0'ed - Updated Deadzone Detection to account for all 4 directions for Movable Objects, preventing ramming - Continued working on my personal site 8/12/22 - 8/24/22 - Released my personal site to the public, to show updates in realtime on game development, along with an About Me - Added in Newton Buttons - Added in…
- July 2022 Development Logs - 8 August 2022
Development Logs 7/1/22 - 7/9/22 - Updated LVIS to better handle Lighting and Shadows with the help of time and math - Spent the 2nd up to the 4th for my 21st birthday - Returned to development, ready and armed with higher gears and mojo - Added in Manual Jumping into the game, allowing small jumps or charged ones, but only when moving - Added in an icon indicator to show if the player can interact with an object or area with Physical actions - Added in a new responsive design for objectives and tasks, allowing ease of adding and updating tasks - Improved the controls for Sprinting, allowing better ease of motions for controllers (Currently only PS5 controller supported) - Added a new basis for Interaction UI - Updated Cole's Running animation to imply better motion and visual appeal - Finished mapping out the keybinds for the game - Updated the Stamina display to use math instead of in…
- June 2022 Development Logs - 5 July 2022
Development Logs 6/1/22 - 6/2/22 - Added in new adjustments for rotation and force behavior - Force System restabilized - Restored the Health System 6/4/22 - 6/14/22 - Created an input map to help reorganize keybinds and their purpose - Rewrote the input structure to fix overlapping inputs - Rewrote the theory for reconstructing the new Isometric System: Isometric System++ - Wrote out some algebra to help clean up any calculations within Isometric System++ - Restored the Isometric System - Upgraded the Camera Pivot controls to retain smoothing during Perspective usage - Added curve control for Perspective Rotation, allowing better ease of effect - Updated surface detection in Isometric System++ - Continued to repair and update multi-agent data architecture for Isometric System++ - Added a new Perspective Obstacle: One-Way Points - Updated rendering to respond to have better distance bas…
- May 2022 Development Logs - 1 June 2022
Development Logs 5/1/22 - 5/3/22 - A new restriction has been added to Push/Pull objects, creating an area of viable interaction - Had a happy accident, now doing a sharp turn will deplete your Force, but then build back up - Began refactoring the Dialogue System to update efficiency and ops - Turned the Dialogue System into a layer based one, allowing fewer data sets and shorter memory space - Updated the Dialogue structure to be able to include multiple functionalities using flags - Added in the ability to automatically move to other lines if need be for audio or animations - Completed refactoring the text features to be easier to handle - Added in a delay for continuation prompts to have pauses for dynamics 5/4/22 - Updated the engine to 2021.3.f1 LTS, marking the end of updating the engine now that 2021 is in LTS - Created an updated style for the Dialogue System - Completed refacto…
- April 2022 Development Logs - 2 May 2022
Development Logs 4/1/22 - 4/2/22 - Wrote the idea and progression for the Demo teaser - Created a new major logo for the game - Created one of the needed models for the teaser - Redesigned the major logo - Color corrected some of the logo - Composed more of the new song used in the teaser - Recorded the first clip of the teaser - Did some optimization for the settings - Restored the original system for change reversing settings as they were better equipped and still very fast 4/2/22 - 4/7/22 - Translated the new major logo into PSD as it was originally made in the game engine for teaser purposes - Updated timing and transitions of events in the teaser - Created a new shader for some projection tricks and simplified effects - Created a workaround with projection to be direct to control - Added further detail into some of the remaining OSTs - Updated the style for in-game windows - Change…
- March 2022 Development Logs - 1 April 2022
Development Logs 3/1/22 - 3/2/22 - Started updating the compositions for the official OSTs - Did some tests for clothing rigging and adjustments - Wrote up more of the help prompts for the in-game mechanics 3/4/22 - Continued writing more of the story progression to fill in some missing parts - Finished the needed animations for a special mechanic :). 3/4/22 - 3/10/22 - Finished composing Beyond The Mind - Start creating the layout for the new composition of the Major Puzzle Theme - Updated sprite slicing on a few images to retain their shape without needing small values - Continued writing the progressions, all the way up to Major Puzzle 1 - Separated the Altitude Progression files into separate documents - Updated the startup screen to now use groups to control opacity and reduce animation data - Updated the controller structures to now use Linear Algebra to determine angle directions…
- February 2022 Development Logs - 3 March 2022
Development Logs 2/1/22 - 2/7/22 - Upgraded to Unity 2021.2 - Continued with creating and polishing some more UI assets - Created work for another feature as part of the lore and progress - Continued with finishing the composition of the Main Menu theme - Finished the Main Menu Recomposed - Updated some UI in the Main Menu to be more convenient - Began work on a special feature that will be revealed soon in due time - Created animations for said feature - Added in some new eye controls for Cole 2D - Added in some new facial details for Cole 2D to expand his appearance possibilities - Wrote the game progression out more and fixed issues, allowing a possible extension and upgrade to the game's features - Created the ideas for the story and level design, allowing much more fun and exciting concept - Started to restructure the Physics system after it broke - Updated the labeling and Isometr…
- January 2022 Development Logs - 1 February 2022
1/1/21 - 1/13/21 - Began work on animating some scenes for 2D Cole - Updated organization for animating 2D Cole to reduce animation amounts - Updated the reference sheet for Cole to create a flat side view - Created a head for 3D Cole v4.2 - Animated dialogue lines 1 & 2 - Imported Lines 1 & 2 into the game - Began updating the dialogue system and some UI - Rewrote a list to keep a much more detailed look at what needs to be done - Updated the template scene to fix some layer & render issues - Began planning an overhaul for getting content to roll out - Created a doc containing the new details of the game's main features - Started work on updating the website to showcase only the game - Went back and forth on some new design changes and upgrades to the site interface - Created a repository to preserve the main site to keep things from being overwritten - Reorganized the Discord server t…
- 2021 Development Logs & Bug Fixes - 14 January 2022
DEVELOPMENT LOGS EARLY MARCH - EARLY APRIL 2021 3/13/21 - Updated the performance display, now it can display VRAM (GPU) and Memory - Began work on creating the performance display an option in-game 3/14/21 - Performance monitor can now be turned on or off and be saved in the game’s saved option file - Updated the progress manager in-game to swap between achievement and normal save files - Added a new screen before the warning to let the player know about the use of headphones - Reverted Cole’s original walking speed from the one recently set 3/15/21 - Retouched the loading screen audio loop to remove any popping - Redid the main menu loop to remove a popping issue 3/16/21 - Updated the minimal requirements for the game after learning that one of the testers was not able to play due to shader material issues 3/17/21 - Finalized the first bugfix test and confirmed it official 3/18/21 - U…
- 2020 Development Logs & Bug Fixes - 14 January 2022
DEVELOPMENT LOGS MAY 2020 5/13/20 - Project started - Added in the basic controller movements - Isometric System is now in development 5/14/20 - Isometric System Attempt 1 & 2 failed - Added better adjustments to the camera view - Changed controller set up to better handle input 5/16/20 - A successful Isometric System has now been made - Began testing for transitions in the system - Game story has been created 5/18/20 - Added in the main character - Made new adjustments to the Isometric System to handle setup now that the main character is in place - Changed properties in the character controller and added camera rotation - Updated URP to 7.3.1 to have access to the new Camera Stack feature to fix rendering - Updated object layers to better separate and group objects in the scene 5/20/20 - Level design research has begun - Story events, outcomes, and connections have been made 5/24/20 -…
- Update Frequency & Overhaul - 14 January 2022
Hey peeps, L here! So it's been a long time since the last update, and the reason for that is that I'm still working on creating content to post gameplay about in a more detailed environment. However, today that changes. You see, I began looking at interest and analytics about the game and things have been either slow-paced or have been constant. One of the things I can do to improve that is to give more updates featuring content about the game. However, since I've been waiting until I finish something to post about it here, there haven't been as many updates as I'd like to roll out. That is, until now! I have a major content overhaul on the way which includes changes to here and on the official site, Twitter. YouTube, and Instagram account. Instead of waiting for something new to come, I'll be posting monthly logs here and post more screenshots on the other platforms so you can find a…
- Site Public Release v1.0.0 - 14 October 2021
Hey, there peeps! I am both excited and happy to announce... that the website has now been updated to Public Release v1.0.0! The release includes the following: - All 5 pages able to be used - Full compatibility for all devices widths going from as low as the Galaxy Fold to the highest in 4K - A complete redesign of all interactive elements - New use of responsive graphics and better-calculated text scaling - Optimized internal workings for dynamic transitions - Restructured the CSS to now use libraries capable of creating stylized elements with ease This took a long time to make, and I'm happy to finally get it out! Every mobile, tablet, laptop, and desktop user can now surf the site with ease! Just a recommendation, check the featured pages on the Home page ;). Official Site Link Side Note For those of you who are upset with me working on the site instead of the game, the site is NEED…
- Visual Development Log - #1 - 27 September 2021
Introduction I’m not exactly sure how to introduce this log since, in reality, this is Development Log #7. I know it says #1, but that’s because the real 1 - 6 is on the official Discord. I guess I’ll start off with how Isometric World’s Demo has been progressing visually. Completion of UI A little over 2 months ago, I began work on a new UI update. The goal was to upgrade the old UI style to ones that match the new graphical assets on the game’s Steam page. Before, the style was minimalistic with just hexagons and faux circuits. https://s3.amazonaws.com/revue/items/images/011/337/279/mail/Screenshot_2021-09-26_034839.png?1632653335 In-Game UI v1 I’m sure it looks ok, but I know it could be better, and I was right! August 5th, I finished the Major UI Update. All in-game UI styles ranging from images to animations have been touched up and polished! They look SO much better! Development L…
- Previews & Logs - 27 September 2021
So I'm sure you've all noticed when you wishlisted the game or found it, there aren't a lot of clips or screenshots that really show the gameplay in enough detail. There's a reason why that content is missing. Scope Changes and Progress You see, the game was still in early development when the page was created. It was a smaller scope that I thought I could get done in a few months. However, as more detail and work was done on it, I wanted to increase the detail to something I knew I could be proud of and give enough content for players to enjoy. The game has been in development for over a year. However, the series it's part of has been in development for 6. I wanted to make sure that the first release was a good starting point. Before, I was rushing it. Now, I'm doing what I can with my current situation to turn it into something better than what was initially shown. This also explains…
- Public Beta Site Release - 29 August 2021
So for the past few weeks, I've been working on developing the new version of the official website for my indie name. There have been a few versions of it already released. However, they were too incomplete and purely cosmetic to be considered an actual "release". Today, however, the public beta of the website is now officially released! Official Site Link So far there are only 2 pages to explore: Home and Projects. The Home page is... well the home page. You'll be able to see an introduction of what LJTProductoins, along with a featured pages gallery and a featured projects panel. The Projects will display all In Development and Released projects. Currently, In Development is the only option available to pick from since Isometric World is the current major project in progress. More will come as time progress, but for now, it's just IW. Something to note about the page for IW is that yo…
- 1-Year Milestone - 11 May 2021
Today marks a full year of development (52 weeks) since the start of the project. I know a full year would be until 5/13/21, however, this is still a technical full year. Special thanks to those who have followed the game's development and who wishlisted the game
- Development Progress - Logs and Time - 12 March 2021
Hey there peeps, it's been a while since the last post. However, a lot has been done behind the scenes. A lot has happened both in game development and in real life which I hope you are all continuing to stay safe. A lot of work has been done on the game. However, with what I've been creating, changing, improving, adding, and fixing, I haven't had a lot of content to post for teasers, work on the official site, or be active on here as much as I would like to be. A lot of the work atm is design, bug fixes, and dealing with personal and business issues in and out of development. However, just because I don't have a lot to show visually, doesn't mean I haven't been working hard on the game. Below is a document containing logs I kept since the game's development, including the 2 new ones added. Development Logs A lot of the internal workings of the game's publishing and financial stability…
- Progress Speed & Health - 17 February 2021
I know the page isn't the most exciting or has a lot of content to show what it's really about, but I have a good reason for that. A few months ago, around December, I began having problems with my mental health to the point where I reached an all-time low. I had to slow down production and take a break to prevent myself from losing it even further. I'm doing ok now. Not really great but getting back on my feet. One thing I can assure though is that I've been working on improving and polishing the game as much as I can. A lot of improvements have been made such as audio cleanup, use of shaders, interface upgrades, gameplay expansion, map upgrades, and more! The time I spend working on it is made to bring it as close to what I hope for or to at least give a sense of what I'm trying to accomplish. I'm still working on the game, however, I have to take care of my mental health a lot more.…
- Development Tracking - 21 November 2020
I'm not exactly sure how to start this off. I'm debating with an introduction or just the link, but then looking at the title I should just post the link. With a description, of course. Below is the link to the game's official Trello. You'll be able to find how far I am in development for both the demo and full game. From listed features to build test results and more. I try to keep it as specific and transparent as possible since the categories can be a bit broad. Development Trello Any questions or comments, don't hesitate to leave them. And just in case I get a specific one, yes, I am punctual... mostly. Till the next post - L