The Final Push - Polish and Systems Coming Together!
What a good couple of weeks it's been! I'm absolutely buzzing with excitement because this latest development cycle has been all about taking our horror game demo from "almost there" to "genuinely ready for players." The focus has been on those crucial systems that make or break a multiplayer experience, and I'm thrilled to report some massive wins across the board!
Multiplayer Connection Victory!
The biggest breakthrough this week was finally nailing down the ability for friends to seamlessly join multiplayer sessions! This was one of those deceptively complex issues that seemed simple on the surface but had features reaching into every corner of the networking code.
Players can now reliably connect to each other's servers and start a game together through Steam. Nothing kills the horror atmosphere quite like spending ten minutes trying to get your friend into the game, so getting this rock-solid was absolutely essential for the experience I'm crafting!
Inventory Polish That Actually Matters!
I'm happy to report the flashlight animation bug has been thoroughly squashed! The inventory system now handles item swapping flawlessly, and your flashlight appears back in your hands exactly when and where you expect it to.
These might seem like small fixes, but they're the difference between smooth, immersive gameplay and those jarring moments that yank you right out of the horror experience. When you're frantically searching for an exit in the dark, the last thing you need is your flashlight pulling a disappearing act on you!
A Proper Game Experience with Menus!
Here's something that's transformed the entire feel of the project: we now have a complete start screen level with a full menu system! This was a huge step toward making the game feel like an actual, polished experience rather than a development build you're launching from the editor.
The menu system includes everything you'd expect from a modern game, and it sets the proper tone right from the moment players boot up. There's something incredibly satisfying about seeing your game present itself professionally from the very first screen!
Settings and Quality of Life Improvements
I've also begun implementing graphics quality settings, which are crucial for ensuring the game runs smoothly across different hardware configurations. Horror games must maintain their frame rate to preserve that essential atmosphere; nothing breaks a good scare quite like stuttering performance.
The new pause menu is another game-changer, complete with controls display and the ability to quit properly. These features might sound basic, but they're what separate a genuine game experience from a tech demo, and getting them in place feels like a major milestone.
Level Polish That Brings It All Together
Throughout all these systems' work, I've continued the detailed environment polish that really makes the mall space come alive. Every prop placement and lighting adjustment contributes to that unsettling, liminal atmosphere I'm working toward. The space is starting to feel genuinely haunted rather than just technically functional!
Looking Forward
With these core systems now fully in place, the game is finally ready for that crucial next step: real playtesting with actual players! Having reliable multiplayer connections, stable inventory systems, and proper menus means we can focus on what really matters: delivering genuine scares and memorable horror experiences.
The foundation is now pretty solid, and everything from here is about refinement and that final layer of atmospheric polish that transforms good horror into unforgettable horror!
Next on the Horizon:
- Playtest through the Steam multiplayer subsystem.
- Final audio implementation and atmospheric enhancements
- Performance optimization across different hardware configurations
- More direction using Audio, like "inner self talk" narration, and on-screen tips.
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