Ok, so I think we are getting to the wire here. Mainly I think I'm the bottleneck
11:57 AM
I would like to try and wrap up new stuff this week, which includes the printed channel guide
11:58 AM
and then try to schedule another playtest at consignment, this time I think we need to do it at a busier / later time. Seemed like it was just picking up when we left last time.
Clear Business Card Holder 4 Pocket Business Card Display, Business Card Stand for Desk or Counter with 4 Tier Specification --Material: clear plastic acrylic -- Include: 2 pack*Business Card Holder --Color: Clear Business Card Holder Features Business card holder rack with 4 pockets for standard...
I'm wondering if this would have been the right solution for us
1
4:05 PM
then we could have set up one worldspace canvas with a camera pointed at it (for the suits, etc.) and had separate gameplay cams for each channel(edited)
Editor's Note:
I had some uncertainty about making an ugly rough pass of clue reveal interrogation sequence that just spit out the text with no good pacing or visuals, or to actually greybox the scene I wanted and get the NPCs in and animated, and decorate the text as closed captions.
@Ian if you have time can you run @Mack through where to look for the remote codes in the game, and then @Mack can you please set up those missing inputs today while you're at it?
Remote Setup - In the main scene you will find a "MessageListener" object (RemoteSetup -> MessageListener). In game, that object will display the last input from the remote in the "Last Command" box. Copy that, then go to the "DavidSonyRemote" scriptable object in the project view (Assets - > ScriptableObjects). Add a new button connection, paste the command into Remote Command, and connect it to input you want. If you have any issue let me know, I don't have the device so I can't double check that how it all works ;P @Mack
The receiver shouldn't just randomly stop working, however the wires and stuff are not like soldered so with enough jostling it theoretically could come undone (although there is very little space in box so things are decently well held in place just by that). Parts wise I could bring/grab a couple extra things just in case. I imagine that I could most likely rebuild the whole thing in a couple hours if need be.
12:20 PM
But this is a good reminder that I need to copy the hardware side of the code over to my new laptop before I leave lol.
1.Make sure the channel script has a suit image assigned (just an image in top left to display the suit)
2. Whenever you want to display the passcode number do this "PasscodeManager.Instance.Passcode[(int)parentChannel.currentSuit].ToString();" Where parentChannel is a reference to that minigame's Channel script.
3.Put the in scene minigame prefab on the MinigameSelector -> MinigamePossibilities on the game manager to get it in the selection rotation.
1
Mack
ok so two things
any advice on a way to blend the blood liquid into the ground better?
how do I hook up the number to be part of the passcode?
very cool. Have you tried not turning the blood gushing on until the elevator opens? not worth big time investment, but if the fluid simulation thing can make that work it would be a closer match to the shining.
11:54 AM
I am also thinking, maybe we use that "DRIVE" font to say "COME IN" or something on the initial screen, then it can fade away?
1
11:55 AM
The ground blending is not a thing I am finding noticeable in the video
11:56 AM
So I am not personally concerned about it but if you aren't happy with it feel free to try something.
David
very cool. Have you tried not turning the blood gushing on until the elevator opens? not worth big time investment, but if the fluid simulation thing can make that work it would be a closer match to the shining.
Is backrooms overdone? I reskinned the maze game cuz I thought it fit the theme of wandering through random rooms better, and could be a cool reference. But Im not sure how well it fits into the theme of channel death, as it has its own lore attached to it.(edited)
do u think the lore that it brings is okay in the channel death universe? I guess there isnt really much that it would conflict cuz we are just flipping through tv channels, so anything could be anything.(edited)
Yeah, there was no lore associated with the last version, so I donβt think you should be worried about a diff version. Also back rooms is cool so w/e
Call signs in the United States are identifiers assigned to radio and television stations, which are issued by the Federal Communications Commission (FCC) and, in the case of most government stations, the National Telecommunications and Information Administration (NTIA). They consist of from 3 to 9 letters and digits, with their composition dete...
11:42 AM
But not use at least well known existing channels
11:42 AM
bonus points for cool /clever / thematic acronyms that seem somewhat plausible(edited)
haha i like lost exit, stayed on the highway to long. we've all been there. could even say missed exit lol
8:14 PM
description and name for 0 is awesome i love it. could also have it say, "where is that music coming from?" if playtesters at consignment have a hard time realizing what the music means
do the broadcast IDs have any meaning to them? or would be they just be clutter? (were talking stuff like ABC, FOX? yeah? I know there are fake ones in the doc,)
description and name for 0 is awesome i love it. could also have it say, "where is that music coming from?" if playtesters at consignment have a hard time realizing what the music means
i can finish the numbers, I wasnt sure if there were specific numbers ppl had in mind for the other minigames for any reason(edited)
Mike
do the broadcast IDs have any meaning to them? or would be they just be clutter? (were talking stuff like ABC, FOX? yeah? I know there are fake ones in the doc,)
ok i added captions and some post processing to the volume minigame. The lose condition is based on a single value now. I couldnt get the background to scale with the captions @David maybe u can look at that? lmk what u think about the pp tho(edited)
David
Also, should this be a permanent channel, or like a periodic update to one of the existing "news" channels?
ok i added captions and some post processing to the volume minigame. The lose condition is based on a single value now. I couldnt get the background to scale with the captions @David maybe u can look at that? lmk what u think about the pp tho (edited)
Do you think we should be overt about some of the clues here?
12:02 PM
Like for the door minigame entry "overlook creek"
12:03 PM
Should the description say something about "enter" or even call out the word enter w/ some formatting? since you have to press "enter" on the remote?
12:04 PM
for channel 8 the jump minigame it does say jump in the instructions. Should we call more attention to that word via formatting?
12:04 PM
I am leaning toward yes if we can find a nice looking happy medium between obvious and subtle
12:05 PM
Like, I feel like anything we ever felt like we needed to speak to anyone while observing playtesting should be clarified on this sheet in some clever in-narrative way
12:06 PM
Then if people get stuck we can say, "maybe there's a clue on the tv guide?" and that's it.
12:06 PM
and connect back to the guide
12:06 PM
which I think is important
12:06 PM
just to "use it or lose it" you know?
12:07 PM
Like Channel 1 should say something about sleep
12:07 PM
(not that we should get rid of the current text, just add maybe one more short bit)
12:08 PM
The other big question I have about channels is if we should combine any of the news / detective interrogation scene stuff. The channels that aren't minigames.
12:08 PM
Those are...
12:09 PM
Victims saved / killed scoreboard
scenario intro / overview
clue reveal / detective and victim interrogation scene
victims saved / killed scoreboard
(edited)
David
Then if people get stuck we can say, "maybe there's a clue on the tv guide?" and that's it.
I think using it as a space to explain harder games is good, easier ones (the one button ones) most likely don't need it, and might actually be worse for it because thats basically their whole schtick
Comment example just so you know what you're looking for:
12:32 PM
To clarify that comment, lol, I mean the title and description "Double Cross" doesn't fit the news broadcast aesthetic we used for what channel 36 is, the scenario overview:
Editor's Note:
Genesis of "power" minigame. Another red light, green light concept using the power TV remote button to control the power of a flashlight. π
@Mike do u have a little battery outline icon to go around the power bar in the corner of the picture above? something like this, and then that red bar could be in the middle(edited)
Mack
@Mike do u have a little battery outline icon to go around the power bar in the corner of the picture above? something like this, and then that red bar could be in the middle (edited)
Bassicly you are a child under your bed and you have a flashlight with limited battery. There is a monster that slowly crawls towards you while the light is off, when itβs on the monster quickly goes back outside the door. Itβs about holding power at the right time when the monster is close enough to get the most out of your battery so you donβt use up all your battery before 6 am(edited)
4:22 PM
Part of it will be listening for when the monster sounds very close
right but to help players figure out that POWER is the button to press. Maybe they will figrue it out tho I guess well see wensday. or we can put it in the tv guide
i agree it is fast but I feel like that makes it more scary, idk its not too hard to adjust tho and it will probobly feel different on the remote. I tend to make things to difficult first and then make them easier lol(edited)
@Mike if we need more room on the tv guide we can get rid of weather
6:31 PM
@Mack there's another thing I could use help with. I think we need to update the thing that shows the victims died and saved to have some sort of "honoring the fallen" list that scrolls through the list of names of victims that died
@Mack there's another thing I could use help with. I think we need to update the thing that shows the victims died and saved to have some sort of "honoring the fallen" list that scrolls through the list of names of victims that died
so I think we should think about not starting the game for real until they hit power
7:15 PM
the first time
7:16 PM
and maybe always keep the monster like slightly emerged so they see something back away
7:16 PM
the fist time they do it
7:16 PM
but it's not super obvious what
7:16 PM
that's what I would try I think.
7:18 PM
Editor's Note:
π We had a lot of problems with the suit icons not being big or clear enough to see, or them being inconsistently sized, or them being cut off by different TVs having different "safe zones." Lot's of iteration to get this being better over time, but you can see the problem manifesting here. A lot of this was because we used world space canvases (in order to get TV fuzz post processing over them) so it wasn't just the size of the icons but the canvas size and how it was positioned. We should have done a better job with prefabs but we were crunching here π .
@Mack also can you make sure all of the suit icons are the same size and at least as big as the bigger one here:
1
David
and maybe always keep the monster like slightly emerged so they see something back away
well see lol, I set aside today as a grind day for this game so Ill look if i can do any of these. Let me fix the stuff we talked about in chat first tho. Im gonna say probobly like 9 or 10pm but I will grab dinner at some point as well.(edited)
1. when we're done testing it, make it change the channel when you lose, or come up with some other type of more noticable transition to reset after the jump scare.(edited)
8:27 PM
2. (low priority) It would be cool if the monster hissed or something when you shine the light on him. Bigger hiss the closer he is to the light.
1
8:28 PM
3. I think it's too hard. I would make the battery decrease in charge more slowly, and maybe advance the monster slightly more slowly.
I'll have to see how it works but we can't have hud block the answer
Editor's Note:
The confetti vfx really helped! I wanted to do something when a victim was rescued but never had time to fully realize it. This was a fun and cheap solution! π
It could be cool to slow the saw down to a stop (not immediate but not too long), stop the belt (it might already stop), have some kind of shutting down type sound
It could be cool to slow the saw down to a stop (not immediate but not too long), stop the belt (it might already stop), have some kind of shutting down type sound
I feel like doing some sort of screen effect (blood dripping & laughing, maybe have the clock start overlaying other channels for the last couple of mins to push it) and then cutting to an info screen like this explaining the cops found a bunch of more victims but the trail went cold would be enough.
1
12:07 PM
I kinda don't love the idea of going into bomb threats when we are at a convention ;P
Makes sense to me. FOr time up, I think we just do the vhs end, slow scroll the credits, cut to black with a power off sound, give it a second or two, restart the game.
1
12:26 PM
I can set this all up. I kinda think it might make sense to be doing credits in a different scene, so we can reload the main scene as a true game reboot.
@Mike depending on ur bandwidth i think a βbloodiedβ version of the saw texture for after the first victim dies could be cool. Could be a flex to have a clean saw
@Mike depending on ur bandwidth i think a βbloodiedβ version of the saw texture for after the first victim dies could be cool. Could be a flex to have a clean saw
this texture is crazy, I just threw on bloody splotches all over, have no idea if that will look good, but if that doesn't work, I have to think how I would go about making it, I fear that transparency might be an issue with this ----- this has been added to the project
1:19 PM
Not sure if we will get to this, but these folder have trimmed videos for broadcast error static (if that is helpful for background for game over or whatever) and old school weather report (these are filler, not intended for any gameplay)
Pushed up the new gameloss sequence when timer rounds out, still need to add some sort of countdown overlay in the main scene or something so it doesn't seem so abrupt, but figure we can iron out the details of what we want tonight.
something seems to have been broken with the pan and scan game where the suit that matches the assigned suit is no longer reliably appearing in the scene.
6:08 PM
I think it was never set up to support variable suits.
Looking into this more, it doesn't appear to be a minigame specific thing and more of a base level issue with how we are taking into the input. If the box is sending more messages then the program is processing we start dropping them, which can cause us problems.
7:20 PM
Which is faster is based on the update speed which is based on how fast your compy is at that moment, which is why we are seeing discrepancies.
Er wait, I think i fixed that a while ago (sheesh its been a while since I've looked at this stuff), I think that queue message might not be related but I'm not 100% about anything right now
Editor's Note:
So concludes part 6, where we added the flashlight power and door enter minigames, wrapped up the interrogation clue reveal sequence, and finally made a build of the game for demoing at a local bar. The saga concludes in part 7 πΊ.