Week 4

I'm creating an audio manager: just a basic setup that handles buses and volumes. A callback function to manage music transitions, then I’ll move on to the dialogues.

I’m adding a character: the seagull, which the player will be able to talk to (don’t ask), along with a waypoint navigation system for its flight. I originally started with a spline system but ended up switching to a simple seeker that follows waypoints way easier to implement.

Week 4 Image 1

After writing two dialogues one linear, and another with choices in draw.io I transfer the texts into a CSV.

At the same time, I’m building a small dialogue system using graphs, with the ability to plug in standalone dialogue lines.

Week 4 Image 2

Next, I’ll need a better dialogue interface, as well as a UI manager. Then I’m creating cursors for different mouse actions, managed by this new manager.

I’m also removing FMOD’s spatializers since they add too much work (maybe I’ll put them back later, but for now they’re more trouble than they’re worth). Instead, I’m implementing fading via code for the beach ambience sound.

Week 4 Image 3

Finally, I’m wrapping up the week with some code cleanup and a few feature additions:

  • Added a debug section to allow cheat codes (I’ll need that, 'cause I’m not spending my life running around the map to debug).
  • Brought back a post-processor I’d used before with FMOD the idea is to automatically update references, since tracking GUIDs gets tedious over time.
  • And a system to lock player input during dialogues.

← Back to DevLog