...Dev Log...

At the Mountains of Madness is a VR Horror-Adventure Survival game taking place in the arctic tundras.

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.

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