Tonight while testing Fidelity, a strange familiar bug happened where the level geometry was stretched and twisted together. This has happened before when the lighting was not properly baked, which was the case again. The ominous part was how the seemingly random stretches and twists formed over a certain part of the level. A whole in the ground, through which the player must throw objects, was covered as if by design. See the orange X in the picture below. To me this says things are aligning nicely.
As Fidelity nears the end of its development, I've started making a new game to work on next. This one is a hidden object, point-and-click game, something that's been missing from my portfolio. So far it's simpler than Fidelity, as this is 2D and isn't so reliant to physics, but at the same time it presents new challenges to overcome, forcing me to learn new aspects of game design and Unity. Also, I've been avoiding the use of visual scripting tools in favor of hard coding, which is a personal first.
For the past week I've been updating the fifth and final level of Fidelity. In one room, you must choose whether to take a shortcut that hurts another prisoner, or go the longer and more dangerous route to avoid inflicting pain.
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