DEVLOG #42 – Irritating Implementation of Platforming Predicament, Part V: The End, or Not

My goodness, there you are! You see, I’ve been buried in this pile of codes ever since the last devlog post, and I just barely have the chance to write this one!

Umm, where do I start? Oh well, I’m Chalcedony, and here is the 42nd entry for this devlog series. It might as well be my last chance to write, and hence the title. This will be the story of preparations towards the ending of this project.

Let’s start… Or not. Heheheh.

There is an interesting trivia about the number 42 to be the answer of life, universe, and everything. Others view it as death – the end. It’s up to you to interpret it your own way, but hopefully this entry, the 42nd, will provide you with some answers… Or not. Oh right, back to topic! Ending, from a coder’s perspective.

It is the time where every other members from the team flood you with their not-so-final creation. Yeah, nothing can ever be treated as final, as revisions pop out every day, hour, second, even millisecond.

Picted below is one in-game footage, after and before some lovely revisions… Or not.

airChange
The right one transforms into the left. Some rooms and corridors are generally widened for easier navigation.

Little changes are more often than not, jeopardize your code structure, if they are numerous and are done near the end of the development process. The addition of many if-elses is killing you. We have a couple of instances where some objects only appear at a specific time and place (and aren’t used in any other occasions). We have a dedicated folder containing local script object for those things, just to avoid massive lines of ifs.

localObjects.PNG
This cutesy folder of LocalObjects is home to nearly 100 scripts

Events that are tightly tied to time also serve as a genuine hassle when changes occurred. Mistimed jumps, stuck in closing door, you name it.

Ending sequence is constantly changing and therefore is a total time waster :(. The team made me swear not to post any spoilers here, so sorry, no more asking, and no, no screenshot nor gifs for you… Or not.

ending.gif
Watch it on your own risk.

Now you would think that, after applying all changes, we would just hit the build button, and everything should be okay… or not? Well, we still have to do the testing, assuring this game can run on most computers, et cetera. We have seen cases where people complained about this game crashing after the first screen. Weird, as it runs perfectly on our machines. This is one of the harder case of bugs, and sometimes we decide that sometimes, you just have to use a better computer for games.

typicalTestingScene.PNG
A typical testing scene.

Done checking (internally)! The next step is to distribute the executable to some secretly picked testers, for the final input for the game. We just need upload the game, and… Hey, look at the size! At the moment, our build is 2.56 GB, waaay above our expectations of how big this game should be. Zipping could reduce it to 357 MB though.

It is possible to check on what is bloating the size of your project in Unity. The editor log gives you a pointer in it. And in our case, guess what, the textures are totally dominating the build, by a whopping 97.0%!

Not all hope is lost, though. Unity also has the option to compress texture size – crunched texture the name. The upside is, crunching effectively drop the texture size to about 25% of its original size, with almost no noticeable loss of quality! The downside is, crunching takes a huuuge amount of time, and only textures with specific size could be crunched (must be 2^n or 100 * n, to be exact). And the worst part is, it is not even documented! It is recommended to write a script that selectively crunch your assets (you can do it manually, in exchange for your sanity), and let unity do its work while you party on… Or not.

crunching
Hold on, crunching may take up to a day or so.

Great! It’s finished and ready to be served! Or not. In reality, we are still struggling with constant changes, and haven’t reached this state yet. Hopefully this madness will soon reach its end! Yeah, that’s it, that’s all, guys! Tune in this channel weekly for more updates! See you around!

 

 

 

 
Still here? Okay… here’s some statistics as of 18th June.
– Build size: 2.56 GB.
– Project size: 13.8 GB
– script files in project: 400 items
– texture files in project: 5804 items
– audio files in project: 134 items
– script size in build : 1.0 MB (0.0%)
– texture size in build : 2521.6 MB (97.0%)
– audio size in build : 55.1 MB (2.1%)
Note that this will definitely change in the released version… Or not. Heheheh.

ProjectSize
The size of the project.

I’m outta here – Chalcedony

DEVLOG #41 – Trailer Designer!

Long time no see… Hi Ascenderians, Citrine here.­­­­­

As a Sound Designer, I’ll tell you that the sound designing progress on Ascender is almost done. I just have to make some sound effect for ending scene & retouch background music for ending to the credit title. But, over the development process, sometimes the programmer still give me some input related the audio. Because he is the one who plays Ascender every day on his Unity project, so I think he would understand if there something are less cool both in terms of art or audio.

Here some of my todo list :

  • Ending scene
  • Camera moving up
  • Glow SFX
  • Ocean walking, jump & land
  • Ocean transform
  • Charging SFX
  • Audio ending transition

So,  while completing some audio work, Rubi The Producer told me to make a trailer for Ascender. From sound designer to be trailer maker, hmm, Trailer Designer! lol. Well, to be honest, I was not too great in terms of making a trailer but I’ll try my best. 😀

This time, I’ll make a different trailer from the previous one that I made for Steam Greenlight trailer. The previous trailer is telling more about the arrival of Ocean to the GOA civilization. While the new trailer, I would emphasize to the friendship between Ocean and Sky,  so we can understand the motivation of why Sky want to fight for Ocean. Here is my draft for ‘brand new’ trailer.

13427881_10206563737081251_4016908629105195448_n

Less obvious? lol, it’s just little sneak peak for Ascender’s Trailer. I’m still working on it probably until next week or the end of June. Asap.

Sorry gtg I have to finish this ‘hopefully awesome’ trailer.

Citrine out. 😀

 

nb: Thanks to Moldovite has given me the idea for this trailer & help me make a draft.

DEVLOG #40 – Everest: The Root

Hi Ascenderians, this time, moldovite is back!! In this blog, I will tell you about Everest.

Everest is one of many districts in GOA’s civilization, it is not a mountain nor a city. Everest is a massive sacred root and becomes the center of religious activities.

So why it so special?

Citizen of GOA thinks that the root is the path to the heaven. It is a sacred bridge that connects the world below to above. Because of that, many people in goa begun to come to Everest to pray for health and success to the almighty.

Just like many focus grounds before, we start it with a sketch before we went digital. For Everest, Amber (the art director) make a sketch like this

And because Everest is the root that connects the two world, it surely has something magical and mystic that make Everest different from other roots. After a lot of discussions, we choose purple and violet for the color of the tree and the surrounding. The color is chosen because they represent the color of magic. mystic and fantasy.

Here is the digitalization of the sketch earlier

4

Ta daaa…… The Everest! The root of God!! 🙂

If you look in detail, you will notice that there is a minor change with stair in the upper left, this case happen sometimes, for the sake of game design sometimes we must chop off the art, and adjust it. I think it’s not bad. And like civil war quote “sometimes we need to lose the small battles in order to win the war” so it doesn’t mind me at all.

And that will be our end of this session, let me say my goodbye to you…

Moldovite sign out.