Devlog #12
- Michael Shistik
- May 27
- 2 min read

For Deeplog 12 we have a video walk through of Atrial Lariat's Aerostat Observation Center. There's still a few more bits to finalize including the exterior transmission towers, data storage room, and the observation gondola. The level is turning out excellently and we've almost got another one in the bag!
Using the initial position in the video as reference, the main vault is just across from the lift. To the left is the comms room and director's platform. On the right is the storage area and power charging station which will be crucial in figuring out the puzzle of the level. I also added one of our tracks for the video. we'll be showing off more of the music in the game going forward.
The 'Director' spawning system is complete!
For the programming side of things we've finally completed a major milestone which is the spawning system. Some other games games has referred to this as the 'director'. This will allow us to control how often and how many, anomalies, items, traps, objective spawn and where. We'll be relying heavily on this system to deliver a feeling of unknown every time you come to a new level or replay a level you may have already been in.
It will also allow us to set states to the world letting us make wildly different objectives in similar environments. As an example, currently in the mine shaft level your main objective is to go down to the lowest levels to retrieve an item (the VPC, Vignis Power Condensor). if you completed the mission we'll now be able to re-use this level to make a hard mode where the entire area is littered with anomalies and rewards because you disturbed the long abandoned mine shaft. It will give us a lot of wiggle room to create variations in game play type as well as optional side missions with escalating difficulty/rewards.
Our next few things on docket are the following:
importing and connecting all of the first persona and third person animations
Creating a proper item placement system that will allow us as designers to work with item placement as a gameplay element (It involves brain jars, that's all I can say)
Our first proper anomaly! its a spooky one
Finalizing the observation center
A sunken wreck level (currently in the works
Working Tools
Gun, blow torch, functional flashlight
There's still a mountain of work to get through, and luckily we're basically a team of dwarves.
Thanks for stopping by! see you on the next one.
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