Lacuna Passage - Devlog #43 - New Terrain Data and Story Flowchart System

Last month we mentioned that we would be switching primarily to TIMEframe development for about a month. Well, soon after we announced that we got some news that required us to switch priorities once again. We are now focused on Lacuna Passage in preparation for an important deadline that we can't talk about just yet. As soon as that deadline is met we will jump straight back to TIMEframe so that we can have that finished and up on Steam, hopefully by the end of March. This is a Lacuna Passage devlog however, so let's get to the stuff you are here to see!

Gathering More Mars Terrain Data

It should be no surprise to you by now that the Martian landscape is a huge focus for us. We have established a base level of detail for the full-scale terrain of the game, but now we are slowly starting to fill in more fine details using patchwork combinations of additional Mars data renders. We recently received a new batch of renders that you can see below.

We actually use a different image format than the above example renders for our heightmaps, but this method helps you to see the details of the terrain better from a top-down perspective.

Story Flowcharts

A big change for us this month is the addition of a new story flowchart system. This might look complicated, but it's actually a huge improvement over our previous method.

A while ago we discussed how we transitioned away from using the Playmaker visual scripting system in favor of using C#. Well, a few areas of development have actually suffered because of that transition. Using a state machine is hugely beneficial for something as complex as a branching storyline, so we have begun using Playmaker again for defining story progress and save points. This visual reference for player progress is much easier for us to manage than a complex series of C# scripts. Of course, most of the execution of story events is happening via code, but state machines are now the driver behind that code. Hopefully this will reduce the amount of time it takes us to add new story content to the game.

New Song Seed Demo Video

We finally have a good video demonstration of how Song Seed will work in both Lacuna Passage and TIMEframe. There's not much to say here that I don't discuss in better detail in the video, so if you are interested in how our dynamic music will work mechanically you can just check out the video above.

If you have any questions this month let us know in the comments!