Development log 3.0


Today’s progress reflects a shift in both the implementation of game mechanics and early production planning. Work began with a redesign of the room layout, adapting elements from Level 1 and modifying item placements and walls. Initial testing will follow to assess how the changes impact gameplay flow and interaction. Alongside layout iteration, we also finalised the updated CSS layout for the UI β€” while still rough, it is now considered complete for this stage.

In terms of new functionality, (for example) a new class, CameraAnomaly, is being introduced. This will extend our existing AnomalyBase system, enabling us to create camera-specific behaviours. These could include triggering unique effects or interactions when an anomaly is seen through the player’s camera, adding tension and unpredictability to gameplay. Additional work is being planned to prototype several β€œweird” anomalies that vary in visibility, player reaction time, and trigger conditions.

We also began outlining technical requirements around level difficulty, a room-based timer, and an anomaly timer β€” the latter of which will track how long the player can remain in proximity to active anomalies before fainting or blacking out. These systems will likely form the foundation for future gameplay loops and pacing mechanics.

Finally, pre-production has started on our promotional or internal-use gameplay video. While Adobe software may pose a learning curve, a rough storyboard and direction are in the works. Further updates on editing progress will follow once footage and scenes are prepared.

Summary

  1. We needs to work on core elements
  2. Game Playtest data should be collectable…. …
ν•œκ΅­μ–΄ 버전
였늘의 μž‘μ—…μ€ κ²Œμž„ λ©”μ»€λ‹ˆμ¦˜ κ΅¬ν˜„κ³Ό 초기 μ œμž‘ 기획 μ–‘μͺ½ λͺ¨λ‘μ— μ΄ˆμ μ„ λ§žμΆ”μ—ˆμŠ΅λ‹ˆλ‹€. λ¨Όμ € 레벨 1의 μš”μ†Œλ₯Ό μž¬ν™œμš©ν•˜λ©΄μ„œ μ•„μ΄ν…œ λ°°μΉ˜μ™€ λ²½ ꡬ성을 μ‘°μ •ν•˜μ—¬ μƒˆλ‘œμš΄ λ°© λ ˆμ΄μ•„μ›ƒμ„ μ„€κ³„ν•˜μ˜€μŠ΅λ‹ˆλ‹€. 이 변경이 κ²Œμž„ 흐름과 μƒν˜Έμž‘μš©μ— μ–΄λ–€ 영ν–₯을 λ―ΈμΉ˜λŠ”μ§€ ν™•μΈν•˜κΈ° μœ„ν•΄ ν…ŒμŠ€νŠΈλ₯Ό μ§„ν–‰ν•  μ˜ˆμ •μž…λ‹ˆλ‹€. 이와 λ™μ‹œμ— UI용 CSS λ ˆμ΄μ•„μ›ƒμ˜ μ΅œμ‹  버전도 λ§ˆλ¬΄λ¦¬λ˜μ—ˆμŠ΅λ‹ˆλ‹€. λ‹€μ†Œ λ―Έμ™„μ„± μƒνƒœμ΄κΈ΄ ν•˜μ§€λ§Œ, 이번 λ‹¨κ³„μ—μ„œλŠ” μΆ©λΆ„ν•œ μ™„μ„±λ„λ‘œ κ°„μ£Όν•©λ‹ˆλ‹€.

κΈ°λŠ₯μ μœΌλ‘œλŠ” CameraAnomalyλΌλŠ” μƒˆλ‘œμš΄ 클래슀λ₯Ό λ„μž…ν•  μ˜ˆμ •μž…λ‹ˆλ‹€. 이 ν΄λž˜μŠ€λŠ” 기쑴의 AnomalyBase μ‹œμŠ€ν…œμ„ ν™•μž₯ν•˜λ©°, 카메라에 μ˜ν•΄ 감지될 λ•Œλ§Œ ν™œμ„±ν™”λ˜λŠ” 이상 ν˜„μƒμ„ μ •μ˜ν•  수 μžˆλ„λ‘ μ§€μ›ν•©λ‹ˆλ‹€. ν”Œλ ˆμ΄μ–΄κ°€ 카메라λ₯Ό 톡해 νŠΉμ • 이상 ν˜„μƒμ„ λ³Ό λ•Œ λ…νŠΉν•œ νš¨κ³Όλ‚˜ μƒν˜Έμž‘μš©μ„ νŠΈλ¦¬κ±°ν•  수 있게 λ˜μ–΄, κ²Œμž„ν”Œλ ˆμ΄μ— κΈ΄μž₯감과 예츑 λΆˆκ°€λŠ₯성을 λ”ν•˜κ²Œ λ©λ‹ˆλ‹€. λ˜ν•œ κ°€μ‹œμ„±, λ°˜μ‘ μ‹œκ°„, 트리거 쑰건이 μ„œλ‘œ λ‹€λ₯Έ λ‹€μ–‘ν•œ β€œμ΄μƒν•œβ€ ν˜„μƒλ“€μ„ ν”„λ‘œν† νƒ€μž…μœΌλ‘œ μ œμž‘ν•  κ³„νšμž…λ‹ˆλ‹€.

μ•„μšΈλŸ¬, 레벨 λ‚œμ΄λ„ 쑰절, λ°© 타이머, 이상 ν˜„μƒ 타이머 λ“± 핡심 μ‹œμŠ€ν…œλ“€μ— λŒ€ν•œ 기술적 μš”κ΅¬μ‚¬ν•­μ„ μ •λ¦¬ν•˜κΈ° μ‹œμž‘ν–ˆμŠ΅λ‹ˆλ‹€. 특히 이상 ν˜„μƒ νƒ€μ΄λ¨ΈλŠ” ν”Œλ ˆμ΄μ–΄κ°€ νŠΉμ • 이상 ν˜„μƒ κ·Όμ²˜μ— μ–Όλ§ˆλ‚˜ 였래 λ¨Έλ¬Ό 수 μžˆλŠ”μ§€λ₯Ό μΈ‘μ •ν•˜λ©°, 일정 μ‹œκ°„μ΄ μ§€λ‚˜λ©΄ μ‹€μ‹ ν•˜κ±°λ‚˜ μ‹œμ•Όκ°€ νλ €μ§€λŠ” 효과λ₯Ό 주게 λ©λ‹ˆλ‹€. 이 μ‹œμŠ€ν…œλ“€μ€ μ•žμœΌλ‘œ κ²Œμž„μ˜ 루프와 속도 쑰절의 핡심이 될 κ²ƒμž…λ‹ˆλ‹€.

λ§ˆμ§€λ§‰μœΌλ‘œ, ν”„λ‘œλͺ¨μ…˜ ν˜Ήμ€ λ‚΄λΆ€ μ‹œμ—°μš© μ˜μƒ μ œμž‘μ„ μœ„ν•œ ν”„λ¦¬ν”„λ‘œλ•μ…˜μ΄ μ‹œμž‘λ˜μ—ˆμŠ΅λ‹ˆλ‹€. Adobe μ†Œν”„νŠΈμ›¨μ–΄λ₯Ό λ‹€λ£¨λŠ” 데 λ‹€μ†Œ 어렀움이 μ˜ˆμƒλ˜μ§€λ§Œ, 전체적인 μ½˜μ…‰νŠΈμ™€ μŠ€ν† λ¦¬λ³΄λ“œ λ°©ν–₯은 ꡬ상 μ€‘μž…λ‹ˆλ‹€. μ˜μƒ νŽΈμ§‘μ— ν•„μš”ν•œ μžλ£Œμ™€ μž₯면이 ν™•λ³΄λ˜λŠ” λŒ€λ‘œ 이후 μ—…λ°μ΄νŠΈκ°€ μžˆμ„ μ˜ˆμ •μž…λ‹ˆλ‹€.

μš”μ•½ κ²Œμž„μ˜ 핡심 μš”μ†Œ(이상 ν˜„μƒ, 타이머, λ‚œμ΄λ„)λ₯Ό 섀계 및 κ΅¬ν˜„ μ€‘μž…λ‹ˆλ‹€.

λ ˆμ΄μ•„μ›ƒ 반볡 및 CSS UI μˆ˜μ • μž‘μ—…μ΄ μ™„λ£Œ 단계에 μ§„μž…ν–ˆμŠ΅λ‹ˆλ‹€.

이상 ν˜„μƒ 기반 κ²Œμž„ν”Œλ ˆμ΄ ν…ŒμŠ€νŠΈ 데이터λ₯Ό μˆ˜μ§‘ν•  수 μžˆλŠ” ꡬ쑰가 ν•„μš”ν•©λ‹ˆλ‹€.

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