February 2024

General

Position Evaluation In Digestive System

A couple of months ago, I showed you how I was able to make the character move with the collisions of the digestive system.

Here it's more or less the same thing, but for actors.

For characters, I calculate the new position according to the current position.

For actors, however, the new position will be calculated according to the starting position.

Specifically, it allows me to have objects moving with the intestines as filaments.

 

Game settings UI

I have added several options for dark vision and for turning off the digestive system lights. I'll talk about them below.

I've also taken the opportunity to update the various menu options pages with details on the various options.

This will give me a cleaner menu with shorter titles and more information on each possible option.

 

String tables Localization

I've made some changes to the way I handle translations and localized text in games.

Previously, these were binary files that were managed directly in the engine using StringTables.

Now I am working with csv and json files that are outside of the engine, so that they can be easily edited with a simple text editor.

I've also written a tool to automatically import the files into the engine.

CsvToStringTable.png

 

I have also made a number of changes to the keys in order to identify the ID and the location of the character strings.

Since the translation files are still using the old keys, I have created a script to update the keys for them.

LocalizationBackwardCompatibility.png

 

This will allow for better backwards compatibility. It will also prevent translators from having to retranslate things that have already been translated.

I'm thinking of making the translation files available on the game's github now that it's possible to do so.

 

VR Actor Component

In order to properly use the VR features with the settings management and the new digestive system features, I had to refactor some of the code.

Now all the code used to manage VR on the character is not managed by the character actor itself, but by a component.

This makes the game a bit more modular, and I'll be able to add VR functionalities to vehicles more easily in the future.

Proximity Light

I added a camera proximity light. This way you'll never be completely in the dark.

You can turn it off or change its intensity in the game options.

 

Digestive lights

I've added an option to deactivate or dim the lights in Talas' digestive system.

More horrific and immersive, especially with a flashlight.