At the Mountains of Madness is a VR Horror-Adventure Survival game taking place in the arctic
tundras.
11/13/2025
Polishing up a Template file
I've been working on save games and persistent items, tweaking the cinematic camera, and optimizing by replacing all the tick events with timers
Hi all!
Sorry it’s been like a month almost, I’ve been really struggling with save
states and VR and everything, and things in my life have been happening fast.
I moved everything to a template project so that it’s easier to polish, and so
that I can clone the project and mess around with any features I want to add before I
decide to put them in the template, and so that when I get too lost in it I can scrap
the whole idea and start a new project from the template and not lose progress. I think
it’s actually been super helpful!
But anyway, the thing I’ve been working on right now is this: when the player
transitions to a new level, how can they bring the things that they had in their
previous level with them? The slots all spawn empty when I try to just load up a new
level. So I messed around with that for a few weeks, and it’s a super frustrating
topic. I had to make the slots send their stored items to the instance, and then I had
to have the instance save and load everything in the slots, and then the real kicker was
how to have each one of those slots know what of the list of things stored in the
instance were theirs. That was the part that made things difficult.
Basically, I ended up giving each slot it’s own unique identifier, though I
can’t find a way to make this automatic, and then the slot looks through the array
for it’s identifier to fill itself on load (hehe). This is a pain in the ass but
it works, and after like 3 projects that didn’t work I was happy to have anything
that did.
Then I made a backpack setup that spawns a new bag and loads itself with the things in
it’s slots when you load up the game, so now there’s that, which is super
nice. It means you can put on a backpack, the game will remember which backpack you
grabbed, and when you travel to a new level the backpack will come with you along with
everything in it. That’s exactly what I wanted, but the problem now is that if you
put a gun in the backpack, it doesn’t stay loaded. So I think I’m going to
need to have the weapons save their configurations on something, especially if I want to
do something like an attachment system.
The other stuff that I worked on was the camera.
Now when you reload guns the camera switches to look at you as you do it. Same thing
with grabbing the backpack. I like the camera that points at the player more than the
over-the-shoulder thing that I had before, but it does mean that the spectators probably
won’t be able to see what all is in the backpack. There’s an angle you can
hold it at so that you can see it, but I don’t think you’re often going to
get that view. Still, when healing or reloading, I think it’ll be better to
actually see the player character. It certainly feels cooler.
I also learned about timer and how they work, which is a game changer, because it means
all the shit I had on the tick event, which was slowing down all that processing power,
is now working on timers. So that’s a lot more optimized, which, as I learned in
the level designing process, is incredibly important in a VR game.
So, there has been progress going on! I didn’t mean to go so long without an
update. Sorry about that. My boss did end up getting his promotion, so I kind of
panicked about my work from home situation, and my roommate moved out and I’ve
been emotionally adjusting to living alone again and my best friend is getting more
serious with her new partner, so she’s been just naturally showing up less in my
life. Things be changing.
Also Dropbox stopped all my links from working so I’m gonna port everything to the
YouTube channel and update the pages. Probably today.
10/20/2025
Streamlining inventory stuff
Chest Pockets and Non-responsive enemies? Click here for deets!
The good news is that I was able to add chest pockets, and I think they really
streamline the inventory management, though they do still need some tweaks.
The bad news is that the enemies still wont react when they're on streaming levels
(except those ones in the annex??? Like why?) and sometimes the grab component just
flat out refuses to grab. I need to fix that thing. But today I mainly worked on the
chest pocket actor, so you can grab a spot on your chest like you're opening your
jacket and a few inventory slots spawn in the air. That way you aren't just totally
reliant on whatever you can hold in your hands until you come across your first
backpack, and when you get a backpack you won't be looking for a table every time
you want to use it.
I also fixed the rifle class, so now if it's got a round chambered you don't have to
re-rack the weapon, although the pistol seems to need a few rackings now, and I'm
not sure how those could have affected each other. Things to consider for tomorrow I
suppose.
Yes, the chest pockets currently manifest as a giant mug in her face, I needed
something to attach a grab component to so she could grab onto it to toggle her
pockets open lolol I'll hide that in the gameplay, I really only need a handle. I
t's a lot more fun now though with the combat being streamlined. It's definitely
going to be a resource-management game, I can already see how important your amount
of inventory slots is going to be. I'll keep y'all posted :3
10/09/2025
Scuttly Bois.exe
Click for deets
Today I worked on the monsters a bit, after I got the guns fixed. Something to shoot
and something to shoot them with :3
I know I already had guns and monsters, but I tweaked them a little so that the
monsters are kinda scary to fight, and the actually react to being in combat. Also
with the guns I needed to adjust them so that I could make more and different types.
Thanks for GDXR for giving me a good shooting rage!
10/01/2025
Still chasing better framerates, but now it's going pretty good.
Optimization and such. Click here for deets
I have been working on optimization, which is the most boring-to-show part of game
development.
Basically, the framerate is still my main focus, and I’ve learned a lot of
optimization techniques in the past week (and some change). I’ve also made an
updated model for my protagonist, I was going to have her hair bounce, but then that
dropped my frames to the single digits, so I tried again with less hair-bones, and
still couldn’t get it to hold steady. I think optimizing the lighting and
individual rooms is going to be the way to go, that seems to be what’s making
the most progress. Level design is hard!
One thing I am happy about though, is that all the stuff I just learned is exactly
what I needed to know to get past the point I got stuck at with The Last Starchild,
so when I pick that back up it’s going to be a lot better. Making a 3rd
person shooter is actually a hundred times easier than making a VR game, but making
a VR game will teach you how to get so technical and zero in on all the parts of
game design that are less for the beginners and more for the
beginner-to-advanceders. I’ve got the framerate holding at above 30fps right
now, without having to compromise on too many of my features (I will revisit the
hair bounce, eventually lol) which I know is still pretty rough but it was like 15
at this point last week.
Still trucking on and working on things!
09/26/2025
I rebuilt the Whole building.
The framrates kept tanking, so I've been learning about the amazing world of UV
maps. CLick here for details!
Sorry I haven’t been posting for a while, I’ve been getting single-digit
framerates in VR mode. I had to look up a number of things, but the main thing that
I found is that post-processing is actually very heavy on computation power, and I
cel shaded my whole game in an effort to make the assets match the vroid characters.
Also, I had all my lights set to the most detailed they could be because I
couldn’t get the shadows to work correctly on any other setting. Both of these
things really didn’t do any favors for my computer performance, and so things
kinda started falling apart.
So I went back and studied up on UV layers and lightmapping, so I could switch the
lighting to Static, which is the easiest mode for a computer to render, and quickly
found out that because of the way I had made the building in Blender, the modifiers
had made sure that the UV maps would never function while they drew breath. So I had
to basically remake the entire building, and this time the only modifier I used was
the Boolean modifier to cut doorways out of the walls. I had been pretty liberal
with the solidify modifier in the original draft, and that was what screwed me. So
that took a bit of time, then the static lights still weren’t working, so I
started looking into shadow resolutions. There’s a lot in lighting, as it
turns out, and I know I’ve barely scratched the surface, so I’m going to
keep it simple and stick to the things IN know will work, even if it’s more
laborious and takes a little more effort.
So, now the building is realistically lit, there’s no cartooniness in the
walls and furniture and in some places its like pitch black dark. I added a
flashlight, which should be a very fun mechanic, but this does make me truly realize
and appreciate that this is a horror game that I’m making, and the lighting in
the building now supports that. The character on the screen (tessa) isn’t
going to be in the actual game so she’s still cel shaded, but the main
protagonist, Rebecca, is back to normal colors. Next I’m going to look into
Lighting Scenarios, I don’t really know what that is, but I heard about them
in passing and I think that might be exactly what I need.
I knew this level was going to be the “figure out what works” level, so
I;m not too torn up that it’s taking so long. Once I figure out the workflow
and the systems I need to be using, I think the other ones should go a bit faster.
This is still Baby’s First VR Level after all.
09/19/2025
Weapon chests, better enemies, backpacks
Find random guns lying around, shoot people and Things, and use a backpack that
feels pretty seamless until you realize everyone watching can't actually see what
you're doing! click for le deets
I’ve been on new meds so things have been a little wonky lately. Here’s
what I got though, it’s still very much a work in progress, and there’s
a shitton to do. Those grab components that came with the GDXR asset pack are utter
dogshit and have literally been a thorn in my side for like three years now e.e
I’ll need to either rework them with my own code, like I did with the
handguns, or completely discard them and build my own from scratch, like I did with
the item storage.
Also, sorry about the backpack, I had no idea it did that to the camera, but
it’s colliders are set to ignore cameras, so I’ll have to do a lot of
digging to find out why it still isn’t. The same goes for the character model
being able to just phase through cover, I don’t really know what that’s
about. I’ve got the cover meshes set to block everything and the character
meshes set to block everything, so I really have no idea what’s going on
there. More digging to be dug.
I’m pretty proud of the AI trees though right now. I’ve spent like two
days making those soldiers hard to kill in VR, though I realized in the cafeteria
battle that the guns don’t make any noise, which is why that one guy was just
jorking it in the corner until I threw a lamp at him. I was trying to show the
monsters being creepy, instead of just beelining straight at me, but only one of
them strafed. Having the monsters fight the soldiers has been pretty entertaining
today.
All this to say, I am still working on it, and I am making progress. That backpack
was doing basically everything I wanted it to except for the camera thing, so that
was good. The gun chests have little gun icons over them, and they swing open pretty
satisfyingly when you flick the switch on them. The rifles still need a lot of work.
But things are moving along :3
09/12/2025
More Level placing and stuff
Hi! So I didn’t really do anything new in terms of mechanics or things that I would
consider interesting, so here’s a timelapse of my putting together a few of the rooms
and such! Watch me get frusterated with a mirror :D
09/09/2025
More level design: Optimization and Decorations
Been working on Optimization and making the place look pretty (click for details)
Lately I’ve ben trying to work on optimization, which isn’t really
something I’ve ever gotten to in the previous projects. ON the one hand
that’s a good thing because it means I’ve gotten further than I ever
have, but on the other, it’s also the part I keep hearing is the most boring
and intensive, and it’s apparently where most people fall off of game making
as a hobby. It’s boring enough that it doesn’t really have a lot of
YouTube videos. I haven’t found it nearly as tedious as people made it sound
like it was going to be though, so that’s good at least.
I told my dad I’d send him a video on my progress, so that’s what
I’ve got linked here. I’m honestly a little self-conscious about putting
these on YouTube now, I don’t know why. I think without the context of this
devlog they feel a lot more amateurish.
Well, anyway, work is going well, and I’ll continue to make updates as things
progress!
09/04/2025
More level Design: doors!
I made a door that'll open when it's pushed on, and added them to the level!
Today I didn’t do a whole lot, but I did manage to create swinging doors that
move when you push on them. The GDXR asset I’ve been using already comes with
doors that have handles and everything, but they kind of suck, because one thing you
never really realize about a door is that when you open it you really throw your
whole weight against the thing. That becomes a problem when the door isn’t
actually there, so I know it’s less immersive, but I think it’ll let the
player focus more on the gameplay if the door just opens itself when they press
against the bar.
I think one thing I’ve really started realizing in the process of trying to
make a video game is that you can get really hung up on trying to make things work
like they do in the real world, but a computer can’t always handle that, and
you can’t synthesize everything. There’s no door there for you to throw
yourself against, and if this horror game starts to propperly horror, that’s
going to be a problem. There would be nothing more frustrating than running down a
hallway and trying to use one of the GDXR finnicky doors.
In other news, I fixed the lights so that they don’t run the computer ragged
and show different shadows in different eyes, and found a material that has a dirt
mask that takes the focus off the repeating tile materials on the wall. My level is
starting to feel a lot more like a level and I’m pretty happy about that.
Stay tuned for more updates!
09/02/2025
More Level Design: Aesthetics
making shaders (click here for deets)
Sorry I've been kind of MIA lately, I've been trying to work on level design stuff,
and things in my life have been catching fire right and left. A friend got fleas in
their house because of their terrible neighbors and now I'm more or less trying to
help deal with that. Also I ran out of storage in Dropbox so I'm trying to find
other ways of hosting all these dev videos, I'll probably get a YouTube account,
that seems like the wasiest answer.
So I've been working on character and level design, and I tried to put the sidekick
character in a level where you actually meet her and realized that if the textures
are too realistic, anime girls are kind of nightmare fuel. This is meant to be a
horror game, but not that part of it hahah. So I moved back to the original toon
shaders that vroids come with, but then it dind't match any of my textures, so I
spent today making and tweaking a cel-shader that hopefully won't take too much from
the horror vibes I;m trying to go with. I've never seen a horror anime that actually
scared me, so I'm a little worried about that.
I'll post a video when I have the account up of what I've got so far!
08/21/2025
Level Design
Sorry I haven't posted this week, but here's a summary of what I've been up to!
Click for details.
Sorry it's been such a while since I posted anything, the depression has been
winning.
Still though, I've been making progeress. I watched a video on level design and
decided to completely rework the map I was showing in the last video, now you can't
even tell it's the same layout. I'll link the vid below, it was super good and made
a world of difference!
The things I've been working on lately have been puzzles rooms, inventory slots, and
little fixes here and there. Last time I worked on VR games I couldn't figure out a
good symstem for inventory slots, and it kind of ended up being a pretty big
contributor for why I stopped. This morning though I made my own inventory slots and
I think they work pretty well!
The next thing I worked on, which I don't think I even listed in the video below was
the puzzle mechanics. I've got the room that you have to climb to get into, and I
think that's a pretty good start, but there's also a room that fills up with gas and
you have to find the crank and shut it off before the time runs out. I like that one
a lot, it was pretty hard.
The main thing I worked on today was the inventory backpack mechanic. I took 3 takes
of teh video below, so the last one I forgot to use the backpack aside from grabbing
it. It automatically goes back to your back, so that's handy, and it has 4 inventory
slots that hide when it's back there so that it's more immersive for spectators. I
don't quite have all teh kinks ironed out, and I want to give it way more
functionality, like having the chase camera pull in when you take it off your back
and having different pockets that appear and disapear as you put your hand over
them. All kinds of things, just to make it a little bit more fun and immersive.
There's still a long way to go, as you see in the video the inventory slots still
don't work all the time perfectly, and that point where all the enemies just stopped
attacking me at the end is where I died, there's not really a system in place for
that yet, but things are coming along pretty nicely! I hope to have more updates for
you guys soon!
08/15/2025
Day 1 of a New Project
So I made my VR template and mapped out a level with a cubegrid, which was something
I've never tried before, so that was neat.
As you can probably see, the VR body is looking a little jank, so that's going to need
some modifying, but setting up the third person spectator cam worked just fine. It was
actually incredibly easy.
I think that'll make it better for streaming gameplay. I want to animate it and have the
camera rush up to the player's face while they're reloading and talking or something.
Certain items when you use them should change the position of the camera. I son't yet
know about the character designs, I really hoped Vroids would look better in UE5.
Although it might just be the player body, I don't know yet.
Anyway, it's super fun, so that's good. There are also going to be puzzles which is
something I've never actually tried to make before. I also haven't really ever tried to
make a level like this before, so I don't know how much "level" to make to have a
reasonable amount of content.
It does feel like a very solid start though, I might have gone overboard in the AI trees
though, the enemies have a tendency to hound you into a corner.
08/15/2025
What I've got so far
Luckily I already have a pretty good starting point.
When I first got inot game design it was because I was going through a really big VR
kick after the pandemic. I was frustrated that there wasn’t a whole lot of games,
and AI had just been invented and all the memes were basically saying that coders were
using it to do all their work for them.
So long story short, I had the great idea back then to get a bunch of assets and use AI
to write code that would link them all together in Unity and make my own VR games, or at
the very least VRChat worlds.
That didn’t even almost happen.
Unity had a change in their pricing model that punished people trying to make games for
free, so I switched over to Unreal Engine, saw that their coding wasn’t text
based, and realized AI would be a no help here. I still downloaded a fuck ton of assets,
thinking game design could be just a little harder than making a mission in Spore.
It was a pretty humbling experience to find out that this was definitely not the case,
but it was also really fun so I kept at it. I didn’t make anything remotely
usable, mostly spaghetti code that tried to make a number of assets work together that
were all fighting each other and destroying the frame rate. Every singe VR tutorial and
asset pack overrides the grab function for some reason, so I’d hit the grip on my
controller and smoke would start coming out of the fans on my PC.
I had wanted to make a VR template that would be usable for a number of games, and I
eventually came up with one that used about 6 major asset packs (I was broke from
constantly buying these) and it played like ass and froze anytime you put it in a level
bigger than a port-a-potty stall. Eventually I was forced to give up on the VR thing,
and switched to 3rd person. In a few months after buying another 600 dollars
worth of asset packs, I had the startling realization that if I ditched the expensive
templates and coded the features myself, they’d work well together, and I also
realized I actually knew what I was doing with the Unreal Engine code. After a year and
a half, I realized I understood how all this shit worked.
So that was me working on The Last Starchild, a super ambitious open world game that I
wanted to get lost in, and I’ve been doing that all year, until I recently
realized that I don’t actually have forever to dedicate to this one project, and
now in a panic I’m trying to reach for something a bit smaller in scope. More
Resident Evil than Fallout New Vegas.
I decided that I do want to put it in VR, the market there is still so small that I
might have a half decent chance of someone buying it. I opened up that VR template,
immediately saw all the places that it was falling apart, and whipped up a new one in
less than a day that did everything I had wanted the old one to do without falling to
pieces. That’s where I am now.
There’s probably going to be a few more hiccups that I need to deal with, but
it’s actually been going so smoothly that I spent yesterday working on lore and
story beats, and today I feel pretty comfortable making blockouts of the levels. So
yeah, it still uses some asset packs, but I’m not trying to Frankenstein together
major gameplay features.
I’m an indie dev, so my main focus is going to be the story, first and foremost.
That being said, I do still want it to be fun. So I guess we’ll see how that goes.