Devlog #2


Devlog #2

Outline navigation prototype
Living room with moving furniture
Furniture assets
Second floor and stairs

This devlog highlights the latest updates in level design, gameplay mechanics, and optimizations.

Map Changes

  • Second floor added: The main house now features an accessible second floor, adding verticality and new exploration opportunities.
  • Windows: Windows were added to the house, making interiors feel more authentic and allowing for more interesting lighting effects.
  • Staircase: A staircase now connects the two floors.
  • Decor assets: Various furniture and decorative objects were added to bring the environment to life.

Gameplay Mechanics

  • Memory system: We have been working on one of the core memory mechanics in the game, where furniture and objects can move or change position, requiring players to update their mental map as they explore or hear new sounds. This mechanic is yet to be fully integrated into gameplay but is in active development.
  • Interactable objects: Players can now interact with various objects in the environment.
  • Crosshair: A crosshair has been added to improve object targeting and interaction.

Optimizations & Fixes

  • Shader Improvements: Multiple issues with shaders were fixed, making outlines more consistent and reducing visual glitches.
  • Lighting Tweaks: Adjusted lighting to improve overall visibility and make environments easier to read.
  • Performance: Optimized key parts of the codebase for better performance.

TODO / Next Steps

  • Refactor the state machine to make it more scalable and organized.
  • Clean up and restructure the project’s codebase.
  • Continue placing and distributing assets throughout the level.
  • Start developing the level flow and progression.
  • Begin developing the overall gameplay flow, including game states, win/lose conditions, and progression. Until now, the focus has been on mechanics and interactions.
  • Design main interfaces (main menu, pause menu, etc).

Files

Steiner's Sigē.exe 153 MB
May 12, 2025

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