The Underpass Devlog Process(first 8 development days)










Day 1 / 21.05.2025:
I created the project as a 3D URP (Universal Render Pipeline). I almost created a file for every element in the GDD. I started by implementing tank controls and a fixed camera system. Each camera becomes active when the "player" object interacts with the trigger areas assigned to them. I adjusted the camera angles using "Ctrl+Shift+F." Then, to better narrate the story, I created a dialogue manager script and an interactable objects script.
The feature of these two scripts is that when the player approaches an object and presses the "E" key, a specific dialogue appears. Each object has its unique dialogue, and there are also dialogues triggered when the player crosses certain boundaries for the first time. Lastly, I implemented the inventory system. I had to write more than two scripts for this, including an inventory manager, inventory items, collectible items, and inventory UI.
The system works similarly to the dialogue system: when the player approaches an object and presses "T," the object is added to the inventory. The "Tab" key is used to open the inventory panel, which displays the name of the collected item. Clicking on the item's name reveals its description and image. That was all for Day 1. I don't know when the second development day will be, but on that day, I plan to add multi-language support and other menu options.
Day 2 / 22.05.2025:
Unfortunately, I couldn't accomplish much today. I tried to code the localization system myself, but I failed because there were things I didn’t understand about the JSON format. I worked for three hours from 11 PM into Day 2, only to realize that Unity already has its own localization system. I briefly researched this system and ended the day.
Day 3 / 23.05.2025:
I finally managed to grasp Unity's localization tool and discovered how easy it is to localize menu objects. However, the same cannot be said for in-game dialogues and item descriptions. To make them work effectively, I had to update the manager scripts from scratch, but now everything works properly.
After finishing the localization system, I worked on creating a pause menu. I prepared a PauseManager
script that includes options to resume the game, return to the main menu, or access settings. Additionally, the pause menu cannot be opened while the inventory or dialogue panels are active.
Today, I also added a system to make interactable objects more noticeable: when the player approaches an object, it glows. Lastly, I wrote a script for sound effects, music, and ambient sounds, fixed a bug in the inventory panel, and implemented a system for scene transitions and pausing/resuming the game.
For sound effects, there’s a low murmuring sound that plays during dialogue sequences, but when interacting with and reading something, there’s a one-time paper rustling sound instead. Tomorrow, I’ll try to work on a PSX shader.
Day 4 / 24.05.2025:
Today, I worked on the PSX shader, but I couldn’t get it to work. After some research, I realized there were no free shaders available for URP. So, I made a risky decision to convert the project to the Built-In Render Pipeline. I successfully converted the project, and now I can run the shader. However, before that, I plan to search for text fonts suitable for the game.
Next, I fixed a bug in the camera transitions. If you quickly moved back and forth between two triggers, the camera would get stuck and go out of view. I added a delayed trigger control to resolve this issue. Tomorrow, I’ll go to the library to upload animations and 3D models and integrate them into the game. The only remaining tasks will be writing the puzzle system, the story, and its translation.
Day 5 / 25.05.2025:
Today, I found a model for the main character and successfully integrated the PSX look into it. I also created a functional puzzle system. Currently, it only includes a code input puzzle, but it works: entering the correct code makes specific objects disappear, and a new object is given as a reward. The code panel requires a specific object to open, and entering the correct code grants a reward.
Lastly, I encountered a bug I haven’t been able to fix yet: when a panel is opened, the game pauses, but if you open and close another panel, the game resumes. I also tried to implement a save system but couldn’t figure it out—it seems like it’ll take some time. I’ll probably ask someone for help with animations and the train model.
Day 6 / 26.05.2025:
Early today, I managed to implement the save system. It now saves inventory, solved and unsolved puzzles, triggered dialogues, and the final states of objects in the map. When the game starts, these are reloaded. I’m also considering adding auto-save zones.
I wrote an enemy AI system where enemies become active when the player crosses a certain boundary. If the player is nearby, they start chasing. If the player hides in specific closets, the enemy stops chasing and moves away. During the chase, I plan to add footstep or heartbeat sounds to help the player sense the enemy, even if it’s in their blind spot. I’m thinking of placing a closet in almost every train car.
Lastly, I dimmed the game’s lighting to create the effect of the player holding a flashlight. From now on, I’ll focus on designing different types of puzzles, completing the story, and working on level design, which means I’ll be revisiting the GDD. I’m giving myself 3 days to a week to finish everything. Once that’s done, I’ll spend a long time polishing the game, so I might not log devlogs daily anymore.
Day 7 / 28.05.2025:
Although I said I wouldn’t add new mechanics anymore, I couldn’t resist. After a one-day break, I added the following:
- Cameras in hiding spots can now be rotated at specific angles using the A and D keys.
- The player’s voice is now audible as a separate murmuring sound.
- I implemented a subtitle system. When an object is collected, its name appears in the subtitles. Additionally, hints about objects required to solve a puzzle are displayed in the subtitles.
- The last active camera is now saved, and save zones are now limited.
Day 8 / 03.07.2025:
After a long break, I resumed development by starting to finalize the story. I began writing the backstory of our main character, Neil. I wrote up to the point where things get interesting but couldn’t figure out how to continue—I'll think about it.
I’ve decided not to create any more scripts, so I’ll finish the game with only two or three types of puzzles. My final decision today was that I won’t be able to complete this game professionally enough to release it on Steam. Unfortunately, I couldn’t assemble a team and will complete the game alone, aside from a few small contributions.
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The Underpass
IN DEVELOPMENT PROGRESS
Status | In development |
Author | wTheos |
Genre | Puzzle |
Tags | Atmospheric, Creepy, Horror, Mystery, mythology, PSX (PlayStation), Short, Singleplayer, storygame |
Languages | English, Turkish |
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