Hi everyone,
Since update 0.4.5 was released last month and most of my time was spent on testing and fixing bugs, this Dev Report will be a bit shorter than usual.
That said, I’ve already started working on the next update, so here’s what I’ve been focusing on.
Cutscene Dialogue Preparation
While editing and preparing voice lines for the next update, I managed to put more emphasis on the Parasite’s voice — especially the whispering aspect.
By experimenting with new audio effects, I’m trying to achieve a feeling as if the voice is coming from inside the player’s head (especially noticeable when using headphones). I think I’ve taken another step closer to that effect.
Level Design for New Locations
As usual, most content updates start with level design “on paper.”
For TEP, the level design differs quite a bit from the main storyline. Here, I’m focusing more on exploration-driven layouts and pacing, giving players more space to observe and interact with the environment.
Base Level Blockout
I started building the base structure of the new locations (walls, floors, ceilings), and ran into a few issues along the way.
I ended up reworking the entire layout three times because the pacing between encounters didn’t feel right during testing. This is one of those cases where something works on paper but doesn’t translate well in practice.
After several iterations, I think I’ve finally found a good balance for the first half of the new locations. The second half is still in progress.
New Animations
I’ve started working with a new animator. Things aren’t perfectly smooth yet, but I’ve already received the first results.
There are some quirks when importing animations from Blender into Unreal Engine — sometimes they behave differently and need adjustments on my side. Still, fixing these issues takes significantly less time than creating animations from scratch, so overall it’s a positive step forward.
New 3D Assets
New environmental assets were created for an upcoming puzzle that involves light platforming elements.
I know platforming isn’t everyone’s favorite, but at this stage it will be very simple. Over time, it will lean more toward logic-based gameplay rather than precision.
New Character
A new character for TEP has been created.
I won’t reveal too much for now, but she won’t be a fully developed character like Clarissa. That said, she will still play an important role in Oni’s evolution.
Next month, I’ll continue working on locations and their detailing. If time allows, I’ll also begin working on cutscenes and new gameplay mechanics.
— Kodman