05 / Devlog, May 21 '24


GitHub: https://github.com/nebulousmango/All-Filler-No-Killer

Document references:

  • Spec: link
  • Game design doc: link
  • Production timeline: link

Making progress on the intro scene and the pong mech:

The title and intro scenes are done, and had simple button scripts and so on:

The third scene is the first level that introduces Gab and Harpo.


I've also added music and sound effects with an AudioManager script from an old college project. There's lots of messy code in this project too, but I've found a way to make it work. The AudioManager object in the first scene has a DontDestroyOnLoad, which is something I should remember to do in future projects.

This third scene has a sound effect for when the ball comes into contact with a paddle: it's a bunch of "hmm" and "huh" sounds in a male and female voice. There's probably a better way to do this, but I added a string array in the code for the paddles and filled it with the names of the sound effects from the AudioManager object. The string's randomised after each ball-paddle collision, so a new sound effect plays each time. I also put in a bool to set that paddle's voice as male or female.

The rest of the work from today was making some animation sprites. I'm not looking forward to starting on the dialogue system because I've no idea where to begin with that. And with branching paths on top of everything...I'm tempted to leave this as it is with just the pong mech.

May 22
Made a Figma prototype for the intro scene and the first level:

My idea of how these two gameplay types are going to go together is still vague, and I don't know if it'll work in practice. But this prototype can act as a point of reference for when I'm trying to build this scene.

This is what it looks like on the writing front:


The chart for the branching dialogues in the first scene is starting to look hellish:


The only thing left for this week is finished writing this scene, which I imagine will take a couple more hours. This kind of flowchart in Figma has been better for visualising the conversation: it's harder to show what leads to what with traditional scriptwriting or a spreadsheet.

Not excited for June:

 

May 30 update:
Finished writing the first level: