LightReader

Chapter 39 - Chapter 38: Refining the Fear

June 25th, 9:00 AM. Chris's bedroom, the air thick with the scent of stale coffee and the lingering echoes of (digital) screams, was once again a hub of activity. The whiteboards were covered in notes, feedback, and to-do lists, all focused on one goal: improving the prototype.

"Alright, team," Chris announced, his voice hoarse from narrating their first (very rough) YouTube devlog about the horror game. "Prototype 1.0…was a learning experience. Now, let's make Prototype 2.0…actually scary."

Max, already hunched over his laptop, was outlining their priorities. "Movement first. It needs to be smoother, more responsive, but still…a little unsettling. We don't want the player to feel like a superhero."

Tyrone, surrounded by reference images of decaying architecture and unsettling lighting effects, was focused on the environment. "We need to add detail. Proper textures, more dynamic lighting, and…more things to interact with. To make the world feel…lived-in. And abandoned."

They spent the morning brainstorming and planning, using their playtesting feedback as a guide. They decided on a two-week sprint, focusing on refining the core mechanics and expanding the playable area.

Project Kepler - Sprint 2: Prototype Refinement (June 25th - July 8th, 2025)

June 25th - June 28th: Movement & Interaction Overhaul.

Refactor the first-person controller for smoother movement.

Improve the interaction system (raycasting, object highlighting).

Add more interactive objects (drawers, cabinets, etc.).

June 29th - July 2nd: Environment Detail & Expansion.

Create a new room (a research lab) to add to the playable area.

Implement proper textures and materials.

Add more dynamic lighting (flickering lights, shadows).

July 3rd - July 5th: Sanity Mechanic Improvements.

Add more visual and auditory effects (hallucinations, whispers).

Tie sanity to specific events and discoveries.

July 6th - July 8th: Sound Design & Basic AI.

Improve the existing sound effects and add new ones.

Implement a slightly more sophisticated enemy AI (still no combat, but more than just a following cube).

Create a first youtube devlog video.

"It's ambitious," Max said, surveying the plan. "But we've learned a lot from the first prototype. We can do this."

Tyrone, already sketching designs for the research lab, nodded. "It's going to be…creepy. In a good way."

Chris grinned, a mixture of excitement and determination in his eyes. "Let's make this prototype something that will actually make people jump."

They dove into the work. Today's focus: Movement & Interaction.

Max spent hours refactoring the first-person controller. He tweaked the movement speed, the mouse sensitivity, and the collision detection. He added a slight "head bob" to simulate walking, and a subtle camera sway to enhance the sense of unease.

Chris helped him test the changes, providing feedback and suggesting adjustments. They wanted the movement to feel natural, but also slightly…off. Like the player character was nervous, or maybe…not entirely in control.

They also improved the interaction system. Max refined the raycasting code, making it more accurate and reliable. He added visual highlighting to objects that could be interacted with, making it clear to the player what they could do.

Tyrone started blocking out the new research lab room, adding basic shapes for desks, computers, and scientific equipment. He also experimented with different lighting setups, trying to create a balance between visibility and atmosphere.

By 9:00 PM, they had made significant progress. The first-person movement felt much smoother and more responsive, but still retained a hint of unease. The interaction system was more reliable and intuitive. And the new research lab, even in its basic form, added a new layer of depth to the environment.

"Much better," Chris said, testing the updated movement. "It feels…less like I'm controlling a tank, and more like I'm…exploring a creepy, abandoned facility."

Max nodded, satisfied with the code improvements. "It's still a work in progress, but it's definitely moving in the right direction."

Tyrone, ever the artist, was already planning the next step. "Tomorrow…textures, lighting, and…details. Lots of details."

They were tired, but energized. They were making progress, learning from their mistakes, and steadily improving their skills. The second prototype was taking shape, and it was shaping up to be something…truly unsettling.

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