Devlog #7(Oct.30-Nov.6)
In our latest development cycle, the entire team have made substantial progress to enhance the gameplay experience, visual clarity, and overall immersion in the game.
The CS team implemented a series of improvements to streamline gameplay and address key feedback points. One of the main updates was simplifying the Jester’s introduction by reducing dialogue to make the sticker mechanics more straightforward. To further aid players, a question mark icon now appears on items intended for interaction, helping players easily identify points of interest and reducing confusion.
In response to feedback regarding targeting accuracy, a crosshair has been added to the center of the screen. This feature addresses issues with mouse alignment, enabling players to more precisely aim and interact with objects, making gameplay smoother and more intuitive.
The CS team also tackled the problem of object stacking and falling. Previously, objects would drop from above, which sometimes led to issues with stacking. Now, instead of falling into place, objects appear directly in their designated positions, creating a seamless interaction that avoids stacking issues altogether.
To improve gameplay flow, the CS team reintroduced tools to encourage exploration. Players can now navigate the environment and collect stickers through natural discovery. To help players quickly understand each tool’s function, we implemented an on-hover description in the sketchbook, addressing feedback about the challenge of remembering tool functions solely through dialogue.
Inventory organization was another area of improvement. To visually distinguish tool stickers from regular stickers used for sketchbook placement, the CS team updated the inventory design. Tool stickers now have distinct-colored boxes, allowing players to differentiate between interaction-based stickers and those meant for decoration at a glance.
On the visual front, the Art team focused on designing a wide range of stickers and 3D models to populate and bring life to the game world. The team created essential stickers, including functional ones like the camera (used for duplicating stickers), Rubik's Cube to rotate objects and trash can, as well as decorative elements like bushes, balloon carts, coins, and cabins. Additional themed items such as the circus tent and the Jester’s tent add character to the environment, enhancing the whimsical feel of the game.
In 3D modeling, the Art team crafted a variety of assets, including coins, navigation signs, unique trees, the ice cream cart, and the ferris wheel with its detachable cabin. Navigation signs help direct players to key landmarks like the fountain, ferris wheel, circus tent, and exit, improving the game’s flow and providing visual cues. The team also added thoughtful touches, such as a “coming soon” sign on the circus tent, which enhances the immersive, playful atmosphere.
Lastly, the Art team contributed by designing a final map image that cohesively ties together the visual elements crafted by the Art team. This 3D map serves as a navigation aid, helping players orient themselves within the game world while showcasing the extensive work that went into each sticker and model design.
These updates reflect a significant leap forward in functionality, user experience, and visual appeal. By addressing key issues such as object stacking, sticker differentiation, and targeting accuracy, and by implementing polished art assets, the entire team have brought the game closer to a fully immersive experience.
Files
Get Lost in the Ink
Lost in the Ink
A Trip to Retrieve Memories
Status | In development |
Authors | Rita Wang, yuanjiat, Christina0313, Stebren, mochitane |
Genre | Puzzle |
Tags | 3D, First-Person, Unity |
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