Vestige
- 40 Devlogs
- 158 Total hours
Explore a mysterious forest tragedy as reality falls apart.
Explore a mysterious forest tragedy as reality falls apart.
(v0.5.4-beta) Vestige 7 Animation: Les goo! another task checked off from the todo list! Completed all the animations of the vestiges that forms the backbone of the game- This was the final one (on the path). Next lwk i think ill do sound design maybe Lapsed
(v0.5.3-beta) Vestige 6 Animation: I got stuck in this session cuz of a simple bug :skul what happened was that the animation player in the wheelchair scene was changing the position of the root and so it messed everything up- Took me a while to solve it lol. Added some movement and wheel rotation. Lapsed
(v0.5.2-beta) Vestiges 3,4,5 Animation: I thought i would complete making the animations today but clearly I failed- Oh well I fixed a LOT of things and FULY completete the third forth and fifth vestiges Lapsed
(v0.5.1-beta) Vestiges 1,2,3 Animation: Since I completed modelling and texturing the vestiges the only logical next step is to incorporate them into the game, and thats what ive been doing! Integrated the first 3 vestiges and added some simple animations associated w em Lapsed
(v0.4.14-beta) Vestige 4,5,6,7 Texturing: Oh my god- Finished all ALL the texturing- I really wanted thisto be finished faster lol. Anyways in the next session I would make the animations and placements of the vestiges! Lapsed
(v0.4.13-beta) Vestige 1,2,3 Texturing: Completed texturing vestiges 1, 2 and 3- i.e. the crib the swing and the tent. Were a lot of fun to see the white models come to life lol. I really like how they are turning out Lapsed
(v0.4.12-beta) Models Finalizing: Last day I completed modelling all the vestiges and now only the texturing is left. In this session I finalized the models and meshes and next ill texture them! Lapsed
Yippie I completed all the vestiges progression and their associated animations! Idk what ill work on next but maybe sound design? idrk tho
(v0.4.11-beta) Vestige 7 Model): FINALLY FIALTLTJkdas I completed all the vestiges! The final one was the mirror and the chair. Im so tried cya Lapsed
(v0.4.10-beta) Vestige 6 Model: Made another model– the wheel chair i am trying to complete this first so ill add the more niche things like umbrellas later Lapsed
(v0.4.9-beta) Vestige 5 Model: Okay fifth one down! TWO MOREW i repeat 2 MORE- i wanna complete them asap but lets see! This was a pretty challenging one dawg- the piano was insane BUT it looks so good now Lapsed
(v0.4.8-beta) Vestige 4 Model: Made the fourth model– the table, chair, cups and the candles! next up is the musical item- idk how i will make the piano but oh well lets see! Lapsed
(v0.4.7-beta) Vestige 3 Model (1): Erm this is the 3rd model that im doing- ik the uv will be fked uop but oh well. Made the tent, wooden logs and the camfire Lapsed
(v0.4.6-beta) Vestige 2 Model: Oh god it is so late but yet im pushing it- I did like 30 more minutes im going to eep now- Anyways in this session i made the swing! Only model tho Lapsed
(v0.4.5-beta) Vestige 1 Modelling: In this session I just modelled the crib and the teddy as fast as i could- I need to ramp up my speed here- I dont got much time Lapsed
(v0.4.4-beta) Hanging Lanterns & Placement: Modelled the hanging lantern and placed it around the map especially the bunker porttions Lapsed
(v0.4.3-beta) Lantern Model: In about 2-ish hours i cooked up this absolutely BEAUTIFUL and awesome lantern model. I just have no words– its just perfect! also added some particle effects and yeah! looks pretty cool Lapsed
(v0.4.2-beta) Vestige: Pointer: A point at the center of the screen. yes Lapsed
Im so so so close to completing this! so I need pick up the pace here! Completed all the vestiges here
(v0.4.1-beta) Bunker/Tunnel Model & Texturing): Oh finally! I am finished with the alpha versions and i moved on to the beta stage! In this session I completed modelling and texturing the bunker as well as the tunnel models! Lapsed
(v0.3.9-alpha) Placement, Playtesting & Exporting: Oh my! I am really finished with alpha versions! I will be now moving on to the beta stage. In this session I placed trees, playtested and exported for the alpha release. Lapsed
(v0.3.8-alpha) Credits (3): Yippie i completed the credit scene although the “press anmything to conitnue” doesnt work as of now– but ill add it on my todo for later! Lapsed
(v0.3.7-alpha) Credits (2): THe second lapse/commit of me workin on the credits! I am ALMOSt complete i js need one more session to finalize some stuff Lapsed
(v0.3.6-alpha) Bug Fixes & Credits (1): Fixed an annoying bug where the top of the watch tower was affected by the stair aread3d. Now an invisible wall prevents jumping. Also Added the basic Credits scene. Lapsed
(v0.3.5-alpha) Bench Camera Animation, Interaction (2,3): Aha! I think i am really done with the ending animations! Now the E to interact only works when u are looking directly at the bench. I think i might change the blinking animation tho- Lapsed
(v0.3.4-alpha) Bench Camera Animation (1): Right now I’m Adding the animation and controls for the bench interaction and the cut scene. Added some blinking thing and location changes and movement- Will make the cutscene next! Lapsed
Yesterday I released the alpha version! the 0.3.9, for win, mac as well as linux! I completed my first priority things and i have moved on to the beta!
(v0.3.3-alpha) Player Interaction (2): Me add raycast to the face of player, poke poke thing, thing cry, raycat know what it did, raycast say name, i hear, i do something; In a nutshell the raycast detects the collider and if its the bench it enables the e to interact thing Lapsed
(v0.3.2-alpha) Player Interaction (1): Set up the basic of the player interaction– ill work on it more tmrw Lapsed
(v0.3.1-alpha) Map Positioning (Ending): Positioned the map so that the dead space is directly below the drop chute- and other fixes and tests Lapsed
(v0.2.13-alpha) Bunker: More models & logics (7): Improved model to include a turn and a drop, finally added more mechanics and animations. The bunker now dissapears if u look away. fixed some other logics Lapsed
(v0.2.12-alpha) Bunker: Mechanics; Showing Maps (6): When player enters the doors closes and then the original map dissapears, you keep walking forward and the secondary map is spawned. As u come out of the other side the tunnel leads you to the secondary map. Lapsed
(v0.2.11-alpha) Bunker Prototype: Door Mechanics & Stairs (5): made the door open and close animations actually happen with the players actions. Also added an AREA3D which allows the stair logic to kick in. Added the map thing but will animation and add the mechanics in the next update! Lapsed
(v0.2.10-alpha) Bunker Prototype: Model & Animations (4): experimented with another map and stuff. Modelled the top portion and added a simple animation for the doors Lapsed
(v0.2.9-alpha) Bunker Prototype: Model (3): completed the bunker modelling – mostly protype rn but yeah! Next up i think imma make the mechanism of the bunker mm Lapsed
(v0.2.8-alpha) Weeping Silhouette: Animation (2): Les goo i finally completed the weeping silhouette thing! Now it explodeds kinda when u go near it and leaves the player stranded they player has to navigate their way into the next parts! Lapsed
(v0.2.7-alpha) Weeping Silhouette (1): modelled the weeping silhouette and placed it where its supposed to- in the next update I’ll add the animations and stuff! Lapsed
(v0.2.6-alpha) Bunker Prototype (1+2): Well i tried making the bunker prototype but erm i didnt realise how tuff this is gonna be skull. I will try again cuz Im so sick to think straight- ill try to do some other thing toda Lapsed
Ive almost completed the FULL game sequence! like ik its using prototype things but the core fucntionality is almost done! super excited
(v0.2.5-alpha) Vestige Chain (4): Les goo i completed the full chain of vestiges currently they are just cubes but i will def make models for them later! Lapsed
(v0.2.4-alpha) Placement + Vestige Chain (3): Ok i placed all of the vestiges and currently made the animation till the Vestige 4 – 4 moire to go (counting the watchtower). Idk i think i did some other stuff that i prolly forgot lmfao. Lapsed
(v0.2.3-alpha) Particle Fix + Vestige Chain (2): So previously there was this thing that the particles were all dark and glomy cuz of the exposure thing- Fixed that in this lapse/commit. Also i added the 2nd vestige prototype! Lapsed
(v0.2.2-alpha) Vestige Chain: Starting (1): Yay so i started the next priority in the todo list! I started the vestige chain using only a cube lmao! i will model them later – this is the prototype phase Lapsed
(v0.2.1-alpha) Vestiges brain storming: So previously there was this thing that the particles were all dark and glomy cuz of the exposure thing- Fixed that in this lapse/commit. Also i added the 2nd vestige prototype!
(v0.1.6.3-alpha) Todo Cleanup: Yep so the thing was that I was too disorganized and too overwhelmed. I sat down today and wrote down everything I think i have a clear picture of what I want to do now!
(v0.1.6.2-alpha) Rename & Bunker Prototype + Optimization: I renamed everything. I think i said yesterday that The story is now one single cohesive storyline so I renamed everything to match the new thing. Also I made a hole in the ground (for the bunker) and added a mesh just to visualize it lol. Lapsed
(v0.1.6.1-alpha) Story + Optimizations: Right so as i mentioned yesterday i had finalized the plot, in this commit/lapse I wrote it down! Oh also I did something that Ive kept in my todo for a long time lol – I optimized the flower and grass models
Wow im speeding up here! i actually finished the entire vestiges sequence Next up imma prototype the bunker
(v0.1.5-alpha) Environment Rework & Jitter Fix: Since i completed the lore/plot finally trust me (not written but thought of) I needed to change the environement a bit kjust to match the vibe i am going for now! it is now a whitish dusk and not pitch black. ALso i think i fixed the jitter thing. Lapsed
(v0.1.4(J)-alpha) Player Movement Rework: Crouching (8): I have completed reworking the player movement for now– next up ill actually focus ont he core gameplay. In this comit/lapse i have added a crouch functionaility and fixed some other logical stuff that im not going deep into Lapsed
(v0.1.4(I)-alpha) Player Movement Rework: Area3D (7): OKsy! so i and @seb figured out a way to fix the issue i talked about in the previous commit/lapse/. The fix was pretty neat! i added an area 3d on the stairs and the smoothing only work iin this area! i also turned off jumping here Lapsed
(v0.1.4(H)-alpha) Player Movement Rework: Smoothness (6): Fixed the erm “smoothing problem” Previously it was hella snappy and awful to look at - now I added a smoothing thing in the _process but uhhh another problem now – the jumping feels floaty and walk is smoothed out :/ Lapsed
Finally thought of a cohesive plot. I do not have much time or energy to make another chapter – so ive decided to merge everything into one gameplay – the prologue. So yeah! we’ll see how it turns out (i have high hopes tho)
(v0.1.4(G)-alpha) Player Movement Rework: Auto-jump (5): Ok i kinda cheesed it ngl- I was literally being ragebaited because it was NOT working any how. I am using a not so beautiful method but hey it works and thats what counts – ill polish it later dw. Lapsed
(v0.1.4(F)-alpha) Player Movement Rework: ?? (4): wtf? what happened? what did i do? this is insane i really dont know………. soo erm climbing stairs doesnt work and there are some pretty bad bugs like being able to fly- lwk i might revert this session Lapsed
(v0.1.4(E)-alpha) Player Movement Rework: Noclip (3): added a pretty peak thing. Ok so added a noclip feature – this is like the spectator mode in minecraft lmfao. Ive been meant to do this for a long time but here i am! finally added this – this will help me a ton i js know it lol Lapsed
(v0.1.4(D)-alpha) Player Movement Rework (2): Yoo so added a bunch of new things such as air friction, acceleration deceleration and more. I am having one tiny bug tho – that is i cannot turn when jumping but dw ill figure out a way to fix it! Also if u forgot Im doing the player rework just to make the autojump thing Lapsed
(v0.1.4(C)-alpha) Player Movement Rework (1): Okay So i realised it wwill be extremely difficult for me to figure it out on my own, and even the big ones (@seb) had no freaking idea lmao. SO what i am doing bnow is following a player/fps controller tutorial where they add this autojump feature :3 Lapsed
These sessions were lwk ragebait – i will NOT talk about the 4th session cuz i have no freaking idea about it. I found a weird way and workaround to do the auto jump. Although it might not be the most beautiful but it works and thats what counts
(v0.1.4(B)-alpha) Walking on Stairs (2): Lwk I just messed around for the whole time
I literally do not know wht to do at this point I will revisit this tommorow (I dmed my fwend Seb lmao). I tried many methods but i couldnt seem to be able to make this work tho Lapsed
(v0.1.4(A)-alpha) Walking on Stairs (1): Yo gang I tried my to do the stairs walking thing but as you would expect I completely failed lmfAaooo. Uh I really dont know how to move next but ill try my best Lapsed
(v0.1.3-alpha) Mountains Texture Fix: So erm as i completed the watch tower im moving on to other thigns– first i saw that this was in my todo for a while so fixed it lol Lapsed
(v0.1.2(K)-alpha) Watch Tower Texturing (4.4): Shalalala sha boinky! I actually finished the (skeleton) of the watch tower model! Omg i dont believe it! I am feeling a large weight off my shoulders lmfao! But hey its not done yet! I have so so so sos os so much more to do- next up ill fix the stair walking and oh a story redesign! Lapsed
(v0.1.2(J)-alpha) Watch Tower Texturing (4.3): Finally completed texturing the stairs – the railings and the beams are still remaining but ill try to do them soon enough 👍 Lapsed
(v0.1.2(I)-alpha) Watch Tower Texturing (4.2): oh my GOD BRO this is so painful i really hope i could do something else to speed this up but yeah idk- So nothing other than UV unwrap stuff NOT EVEN ONE mesh and i have 2 more to go- I am dying :D Lapsed
Gang I tried my best I literally cannot seem to be able to be able to find a way to make the auto jump thing
I need to call the big guns now! (@seb) Anyways, I obv completed the watch tower texturing
(v0.1.2(H)-alpha) Watch Tower Texturing (4.1): Okay so nothing but I joined a hell lot of meshes and objects- i mean the stairs portion. And then unwrapped the UV this took me some time but i finished it! next imma fix the UV and then COMPLETE this FOR ONCE AND ALL! Lapsed
(v0.1.2(G)-alpha) Watch Tower Texturing (3.4): Ayy so i completed the Leg section of the watch tower! i agree most of the work is uv unwrapping because of the faces and all yk. But yeah! im making progress only the stairs section left ig!!!! Lapsed
(v0.1.2(F)-alpha) Watch Tower Texturing (3.3): Teeny tiny lapse! just combined and unwrapped the support beams- ill prolly texture it tommorw and then move on to the stairs section
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(v0.1.2(E)-alpha) Watch Tower Texturing (3.1+3.2): Holy smokes! What a productive day! got so so so much done today – So I completed the Legs, and support beams in this lapse so only the cross supports are left! Also blender crashed like 300 times today– i really need the macbook gng i got the signs already! Lapsed
(v0.1.2(D)-alpha) Watch Tower Texturing (2): Oh another milestone i suppose! I completed the UV unwrapping of the fence and also textured it! I dont have any more stuff to talk about gng im so tired and busy nowadays
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—## Next Step(s):
(v0.1.2(A)-alpha) Watch Tower Texturing (1.5): Yay so i made the Floor section completely- the floor and the uhh supprts ig lol. THis was fun Ill work more tmrw Lapsed
(v0.1.2(A)-alpha) Watch Tower Texturing (1.2 + 1.3 + 1.4): 1. So nothing much to brag about here- I completed texturing the roof. It was pretty easy ngl - anyways I’ll do the UV unwrapping of the walls next ig. 2. So I unwrapped the UV layout of the walls and its Horrible! It will take so much time to manually fix everything lmao. I did like 50% of the unwrapping today NOT THE TEXTURNG BTW! so we will see tmrw! gn. 3. Completed the UV unwrapping of the walls and also the texturing of the walls! the room section of the texturing is done! moving on to the floor and stairs! Lapsed
Aww man i couldnt really focus on this project for the last few days i had so much work! had 2 assignments- submitted them today so i think i can focus in more today!!
(v0.1.2(A)-alpha) Watch Tower Texturing (1.1): Yay so i moved on to the texturing part of the watch toweeeeerr. Just made the door for now but I will accelerate the work from tmrw trust
Lapsed
(v0.1.1(Q)-alpha) Watch Tower Modelling (11): oh my gosh! im done with the modelling! well i mean i may add the window margins stuff later but yeah! i am now starting the texturing! i made the glass and experimented with some stuff Lapsed
(v0.1.1(P)-alpha) Watch Tower Modelling (10.4): ok i am being for REAL right now. and u HAVe to believe me when i say that i am FInALLY COMPLETE with the freaking fencing stuff i am NOT doing that again 💀 ok now the only thing left is the window panes and THEn i can finally move on to the texture- Lapsed
Yooooo so I finally completed the modelling of the watch tower and started texturing it recently. I have some work to do today so idk how long i can code- Ill try my best tho!
(v0.1.1(O)-alpha) Watch Tower Modelling (10.3): hell yeah! completed the guard rails– now uhh some more fences are remaining i promise it wil be done very soon
im trying my bestttt Lapsed
(v0.1.1(N)-alpha) Watch Tower Modelling (10.2): Made another layer of guard rails beside the stairs - yeah just that 💀 i have no more words to write here Lapsed
(v0.1.1(M)-alpha) Watch Tower Modelling (10.1): I might work again later after coming back from art classes- but im not sure as i have some tuition work to do :( I also have some pending ssignments! yikes!!! anyways here’s what i did: Made the rails of the stairs with some bars - first and second stairs. did some desmos stuff- Lapsed
ok i dont really know what to write hereeee nowwww- maybe the next time
(v0.1.1(L)-alpha) Watch Tower Modelling (9.3): Joined a lot of meshes together for efficiency and ease of use. Oh also made the raining v1 for the first layer of the stairs. I have my prize distribution and investiture ceremony so yeah! see ya laterrrrr Lapsed
(v0.1.1(K)-alpha) Watch Tower Modelling (9.1 + 9.2): 1. omg omg omg! stairs in progressssss! Made two flights of stairs- what i mean is i made one flight of stairs and then copied it 💀 Anyways I’m almost done with the modelling i think- The stairs and the windows are the only things are left (oh maybe more optimization :p) 2. Added much More stairs and the topmost layer. I will make the integration of the stairs to the floor tommorow, ALSO i will add the railings and all tmrw
I am sleepy as frick! Lapsed
(v0.1.1(J)-alpha) Watch Tower Modelling (8): Wow! what a productive session! Ok so a lot of thing was done. Here’s what i did in short: The legs of the watch tower was made before but in this session i added the supports and support beams! i again followed the model as an inspiration and made the supports! Looks prety cool! Lapsed—
um holy shit i am doing a 4? or 5 hour devlog 💀 this is unreal! Anyways this is draggin me sooo muchh but i think im super close to finishing this 
(v0.1.1(I)-alpha) Watch Tower Modelling (7): Nothing much just edited the fences a bit and resized them in order to prevent overlapping. Oh also I made the roof – needs polishing ik but its a start lmao- i want to complete the modelling as soon as possible lwk- Lapsed
(v0.1.1(H)-alpha) Watch Tower Modelling (6): Yoo moving from vertices selection to something different felt awesome! anyways i made the fence? i think thats what its called- On all four sides. I am following a model for inspiration and im pretty happy on how it is turning out! Lapsed
(v0.1.1(G)-alpha) Watch Tower Modelling (5.3): FINALLY FINALLY! I have completed optimizing the walls of the watch tower. What i mean is I reduced the number of vertices and faces in the model. This will help me immensely while texturing the UV. I created another backup just in case lmao Lapsed
(v0.1.1(F)-alpha) Watch Tower Modelling (5.1 + 5.2): I tried cleaning up the Watch Tower model but idk how it all got messed up
anyways I will try again ONE LAST TIME tommorow if it works it works otherwise i have to roll back to the backup and just forget about cleaning up- i messed up yeah Lapsed
i NEED to finish modelling this ASAP gng 💀 wish me luck ill be lockin in today 🔥
(v0.1.1(E)-alpha) Watch Tower Modelling (4): erm so nothing productive just me fixing the HUMONGOUS number of vertices that have been created for god knows what. Lmfao i messed up at the end and i have to go back to the last backup
Oh well i have tuitions now will do more stuff later Lapsed
(v0.1.1(D)-alpha) Watch Tower Modelling (3): Ah yes, guess why there is no lapse for this update- thats right! Lookout messed up and I cannot recover the lost footage and publish it in lapse. I lwk forgot what i did in this update 💀 You are gonna guess it
(v0.1.1(B&C)-alpha) Watch Tower Modelling (1&2): Guess who forgot to commit THATS RIGHT ITS ME- In this lapse I made the skeleton of the watch tower that is going to be the main attraction of the prologue. I do not have much time and hence i am ending this session prematurely! See you tmrw! More modelling of the watch tower, made the top thing the uhh room? ig tested the model size with the player size in godot and i found that it was a bit small so i fixed that! Made some windows for the watchtower so that everything is visible Lapsed
Ah yes I lost like 30 minutes of lapse yesterdat cuz lookout servers died oh welp! here i am again!
(v0.1.1(A)-alpha) Improved Silhouette Mechanics: oh my! it looks so sick! il definitely play test this once more but heres what i did in brief: Previously there used to be different silhouttes but NOW theres only one that “teleports” when u reach it as if guiding you somewhere – to the watchtower :3 Lapsed
(v0.0.10(E)-alpha) Map Redesigning (4): I think i am done with the forest/map layout for now im pretty happy! plugged off some paths that i didnt want the player to go through- removed a ton of legacy code. Next up i think ill work on the silhouette mechanics which i cooked up in the new narrative! wish me luck! Lapsed
(v0.0.10(D)-alpha) Story + Map Redesigning (3): Again one of the shortest lapses i have made but its enough for me to get the 1 hour streak lmao- I promise Ill work honestly from tmrw, Exams finished just today and im exhausted asf- Please excuse me! Made updates to the story too
Holy moly! the silhouette (YES SINGULAR) works wonderfully now! its like its guiding you! im really happy with the result i think ill model the watch tower.
(v0.0.10(C)-alpha) Story + Map Redesigning (2): So as i am changing the narrative i need to update the map accordingly, A very small update because my mouse stopped wrking but oh well i just changed some textures and added trees. Also making a story narrative in 2nd person ig? Lapsed
(v0.0.10(B)-alpha) Story Redesign (1): Brainstormed a lot of stuff- and rewrote the prologue storyline- the old one was pretty basic i like the new one more and I mostly changed it because i am thinking of the next chapter too and i want a seamless transition- just hang on with me ill cook something truly epic :3
OKay today ill lock tf in my exams just finished!
(v0.0.10(A)-alpha) Map Redesigning (1): I think im going to go on a different direction with the prologue scene! i changed the pathways because i think it was too complex and looping- I am also thinking of turning the log cabin into an watch tower for more ominous feel! im working on the story hopefully i can figure it out! Lapsed
(v0.0.9(F)-alpha) Walk Animation (Camera Shake): Yoooo! holy smokes this look epic spent a good chunk figuring out how to make the walk animation turns out its easier to do it through code- thats why i ended the lapse prematurely and worked on it in Rider IDE! it look so cool rn it has head bobbing in all three dimensions! Lapsed
I had some different ideas about the story and im working on it- redesigned the map a bit! i think ill do more stuff
(v0.0.9(E)-alpha) Silhouette Spawning, Flickering Animations (2): Yay i finally made the silhouette spawning animation! it looks sick! the way it slowly comes into view- really cool i also did a bunch of things here and there that im not going into detail :3 Lapsed
(v0.0.9(D)-alpha) Silhouette Spawning (1): Erm uhh idk- i experimented with both script and animationplayer animations but i couldnt seem to get them to work - the script seemed to fail completely while the animation player got me some success but not enough- I will look in to this tmrw! Lapsed
yoo gng i had my regional language and physics exam today and i lwk think i did pretty well! Anyways i did some work and i think ill do more now!
(v0.0.9(B)-alpha) Waking up & Counter Animation: So added the waking up animation - this was a new thing for me that i think i leanrt! the animation player is a really cool feature! Also now the silhouette counter shows up only after the first silhouette is found Lapsed
(v0.0.9(A)-alpha) Death Animation: Fixed a bug (ig? idk if u can call it that) that made it so whenever u looked away from the silhouette the animation would completely freeze. Turns out there was a VisibleOnScreenEnabler3D child which froze the process- Its fixed now! Lapsed
uhh i dont know what to say this time- my exams starts from tmrw so updates may be slow asf BUT i will try to do atleast 1 hour per day
(v0.0.8(G)-pre-alpha) Optimization (5): Omg omg i think i actually did it! what i did was kinda brilliant ngl- So here we go: 1. Whenvever the trees/models are outside the players view they are removed! so like they are not rendered!! Saves cpu and gpu. 2. The snowfall thing is not static now it moves with the player so that only a small area is gettingg the snowfall and a lot less particles is rendered! Lapsed
(v0.0.8(F)-pre-alpha) Optimization (4): I dont even know at this point what i did but i think i increased the frame rates a bit? but i learnt that voxelGI was not performant for my use case so i removed that- also changed the visibility ranges a bit and more i forgo Lapsed
(v0.0.8(E)-pre-alpha) Optimization (3) & FPS: A nice session where i sat down and did more optimization- ah yes optimization is the key to life and happiness, I am really shocked that i optimized it so hard that it runs smoothly in my poopc with good graphics! SubViewport and TextureRect for the win, also added fps counter Lapsed
HOLY SMOKES! (no pun intended) IM PUSHING 40 FPS!! when i compiled. Normally im getting like 36fps! thats a huge improvement from 9fps that i was getting initally! finally i can do some other stuff lmao
(v0.0.8(D)-pre-alpha) Optimization (2): Okay hol’up wait a min- I think i might have actually pulled it! The game is SOOO much optimized now! Not completed but its almost there. So i prebaked the lighting, reduced the scale of the screen cuz i was already doing it in the shader, decreased the shadow radius and more stuff that i may or may not have forgotten in the 3/4 hours that i worked CONTINUOUSLY- Lapsed
(v0.0.8(C)-pre-alpha) Death Particles: Okay so for a long time ive been trying to do this but havent (silly me) but here we go- added particle effects for when the silhouettes are “found” they are yellowish and spread out i plan on making some sound effects. Also i did something for the macOS compilation lmao Lapsed
Thats so crazy! The game finally runs smoothly on my godforsaken pc. I had to do a LOT of stuff and research, but ngl ChatGPT also came in clutch!
(v0.0.8(B)-pre-alpha) Particle Optimization (1): wild stuff- so i wanted to optimize it but guess what i think i did the complete opposite
oh well i did reduce the particle count by a ton- we’ll see what happens Lapsed
(v0.0.8(A)-pre-alpha) Boulder, Grass, Flowers & Fireflies: Pretty productive session! separated the boulder, flower and grass models. but ngl the boulder gave me a hard ass time idk why 💀 Anyways i cooked up the fireflies scene which i am SUPER proud of (since i didnt use any external help- okay u got me just a bit tho) Lapsed
OKay yo- idk what but i did something 💀
(v0.0.7(I)-pre-alpha) Silhouette (4) - The Special One: So yesterday I couldnt seem to add the special silhouette in the game but oh well added it in this short session
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(v0.0.7(H)-pre-alpha) Silhouette (3) - Placement: Did a lot of minor stuff (like fixing the material of the log cabin) but the major thing done was the silhouettes’ placement- there are 9 silhouettes, 8 in the wild and one in the cabin, ill make the one in the cabin “special” tmrw! Lapsed
Scawy Scawy Silhouettes! Tiny devlog/journal lolz will work more today
(v0.0.7(G)-pre-alpha) Silhouette (2) - Functionality: OMG OMGO MGOMGOMGOpfjhnguiklhdstg- IDK HOW! but whatever i wanted to has been done! Im really shocked at this! but yeah i gotta thank chatgpt a ton but i got through each line of code and did NOT blindly copy them- I think next time i can do this by my own
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(v0.0.7(F)-pre-alpha) Silhouette (1) - Modeling: I’ve been waiting to make this model for sooo sooo long and finally i made it! Def took some inspiration from the SCP 096 and the models by Seb for his game. Other than the model I also made the scene with a light and fog which seems crazy good ingame Lapsed
Holy lockin! i did like 4 hours today- i need to lock in like this moreeeeeeeeeee AAA- i may get burnt out but yeah only 60 more days to go
ahh i couldnt work on this yesterday because i was so swamped- hopefully i can work a lot tmrw!
(v0.0.7(D)-pre-alpha) Snowfall (1.2): Finally managed to fix the issue that was causing the glitched snowfall rendering (again, ty seb) Edited the materials thingy and adjusted the settings in general made it so that it looks good! i really like it Lapsed
(v0.0.7(C)-pre-alpha) Snowfall (1.1): Added the snowfall particles (GPU) but it is kinda bugged right now. I am pushing premature scene because @seb will help me out on this :3 Lets hope we can troubleshoot and fix this together! Lapsed
v0.0.7(B)-pre-alpha) Mountains (2) - Texture: I did the UV mapping and the texturing for the mountain model, Had to take a bit of help from my friend @seb for the UV wrapping settings but yeah! did all the stuff by myself! Lapsed
Im so chopped rn- Barely keeping my eyes open… Will devlog properly tmrw 
(v0.0.7(A)-pre-alpha) Mountains (1) - Modelling: really really like the model i have cooked up here, though the texturing is left the base model is looking really cool. The spiky nature kinda symbolizes danger and overall i just think its perfect Lapsed
(v0.0.6(I)-pre-alpha) Torches (Placement - 3): got a lot of work done- the torches are now placed along the path! I’ve done something that i think is really cool. here we go! So i added more torches on the main path to subsconsciously provoke the players to follow the path, on the other hand the tributaries have less! Lapsed
Didnt go to school today cuz i was studying at home lol but got some great work done! ill make the textures next 
(0.0.6(H)-pre-alpha) Toggle Shaders: Accidentally paused the shaders in the previous commit so here we go! Re enabling them
(0.0.6(G)-pre-alpha) Torches (Placement - 2): Added several torches in the scene BUT its not completed yet! I spent a good chunk of this time wondering why i was having some lag and low fps but i coudlnt seem to solve em so i left it as a problem for future me
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(0.0.6(F)-pre-alpha) Torches (Model - 1): I added the torch model! It has a smoke particle effet and a subtle yellowish lighting. The smoke part was truly trivial and i had to use a yt tutorial to make it. BUT the torch model is made all by myself and im pretty satisfied with it! Lapsed
I really love the torch model and texture and the lighting- ykw everything in general. I have some optimizations to worry about tho (particles n stuff)
(0.0.6(E)-pre-alpha) Shaders (3): Finalized the shaders setting to make it look peak. hid the extreme blur effect, dither and noise. Made it look more pleasing and not annoying.
(0.0.6(D)-pre-alpha) Shaders (2): New shader now, the previous shader was eh so i found a new one and then modified it a lot! I love each and evey part of it EXCEPT the vignetting i feel like something is wrong. Ill fix it soon tm. also ngl i used chatgpt to understand how these stuff works so yeah :P but dw its not more than 30% ai
I wasnt happy with the previous shader because there were some irritating artifacts so i switched up the shader to one that i like!
(0.0.6(C)-pre-alpha) Shaders (1): After a lot of trial and errors I finally added the Shader! The environment or the atmosphere ia really taking shape! Im telling u this is gonna be epic!! I am liking the development process a ton though it feels a bit overwhelming sometimes Lapsed
(0.0.6(B)-pre-alpha) Nighttime & Fog: This is lowkey peak u cant argue with ts bruh. I know that the lighting and the fog isnt perfect but hey! im slowly learning everything! Today I made the game into a night scene with some fog! looks cool ngl Lapsed
(0.0.6(A)-pre-alpha) Upgrade to Godot 4.7: Nothing much, just upgraded Godot version to 4.7 - the latest one because: 1. I can 2. You cannot stop me 3. Yes
I really really love how the game is turning into! THough i know the lore (kinda) and have an idea for the chapter 0 i.e. the prologue I am not sure how to progress it into chapter 1. Well i do have an idea but nly time will tell!
After so so long time I worked on Vestige again! Looking forward to making more devlogs soon!
School started from today so less work :/
(v0.0.5(D)-pre-alpha) Forest Design (Part-1): After polishing and giving the finishing touches to the tree models and the chapter 0 map, I am now in the process of level design. Firstly ill make the forest and then go on to the cabin, other models, shaders and gameplay stuff. Its slowly coming together frfrfrfr. Lapsed
(v0.0.5(C)-pre-alpha) Polishing (some) Models: hey woud you look at that! im back 🔥anyywayyssss in this lapse i polished the tree models such that the leaves are collision free and then I also changed the texture mode to seem more pixelated. Changed the map a bit to make the trails better. Lapsed
Im coming back after soo soo long because of two main reasons: 1) I was skeptical of Lapse(it was bugging) ANDD 2) i was very bust these days. Welp my school starts tmrw 
(v0.0.5(B)-pre-alpha) Log Cabin: Very very happy with the log cabin model. But it took soooo sooo mucj time omg. I am too tired to write more. Sorry.
Vestige: Log Cabin: holy moly, this is crazy! I LITERALLY SPENT 3 HOURS of my life making a log cabin… Wow. Hey it was kinda worth it! I imported this into godot but uhh its doing quirky things lets see if i can fix!
The UV on the log cabin was hell. omfg
(v0.0.5(A)-pre-alpha) Map + Player: OKay we are stepping up to the big guns now! In this commit I have added a Map for chapter 0 AND also added the player model! I KNOW that the grass and trail textures are not the great and they look “not good” but I think ill polish it when the core game mechanics is done!z
Vestige: Map & Player: Wow this is SO COOLL! I am really enjoying blender AND godot. So here I made the map for chapter 0 (prologue) and a player character! Definitely cooking
Okay! I am starting to learn blender! I am really enjoyying the process!
(v0.0.4-pre-alpha) Level Design + Bench Model: Designed the chapter 0– like a mind map, now its time for me to start 3d modelling and making the game. And a bench model for chapter 0
Vestige: Chapter 0- Level Design: Just designed the chapter 0– like a mind map, now its time for me to start 3d modelling and making the game
Vestige: Bench Model: This is a bench model for chapter 0. I spent so much time making this. i think i gained experience and the next models will be faster
OH MY GOD! I MODELED THAT? I really really dont believe it! It looks soooo good.
(v0.0.3(B)-pre-alpha) Game Design: Chapter 0: Oh my gawd! The prologue sequence is so so so cool! I just love it. Ive laid out a complete map of chapter 0! NOW i can finally start working on the first chaapter without procrastinating more lol.
(v0.0.3(A)-pre-alpha) Story: Chapter 0 & 1: Yoooo finally wrote the complete chapter 0 (the prologue) and polished chapter1 even more. Its really coming together. Now I will move on to the game design. Like each action and tiny details. After I’m done with Chapter 0 gamedesign ill start making it
THis is SOOO time and energy consuming! Storyboarding is NOT easy lmao. Anyways i finished the story for Ch0 and Ch1 and script for Ch0. Now ill start modeling. frfr
(v0.0.3-pre-alpha) Test Model: Nightstand: OKAY this my first time using blender and I used a tutorial to guide me through. THough it looks, well, “okay” im not satisfied. Ill make a better one. Just trust me on this 
(v0.0.2(B)-pre-alpha) Chapter 1: Story: Okay! I’ve polished and completed the chapter1 story line. Ive tweaked the backstory a bit to stay realistic. I really really like the direction im going for while keeping the scope uhh managable. Ive so many places where I can improve upon! ive kept it open ended because i have chapter 2 planned 🔥
OKayy i really liked modeling, i think im getting a hang of it! AALSOOOO im super proud of the story line im cooking rn
(v0.0.2(A)-pre-alpha) Narrative (Lore) and Versioning: Okay so added a one line plot and brain stormed and wrote a mini story which is the internal plot which should NOT be read as the player. This only serves to streamline the development. Anyways the plot may be subject to change.
(v0.0.1-pre-alpha) Godot Setup!: Nothing crazy just setup Godot (first time btw!)
(v0.0.0-pre-alpha) Initial Commit: Initial commit- what else do u expect me to say?? (/s i love yall)
To be absolutely honest with yall this is my first time making a game (by myself) and Im super excited! Cant wait to start modelling and making the game!