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In the making - Vigilum
The behind the scenes of the Vigilum project. How it started, when it started, and how Vigilum came to life thanks to the Cosmic Framework!
PERSONAL LOGSGRAVEYARD SHIFT
4/3/20264 min read
I'm currently documenting the game as well as advancing on development at a steady pace. I'm happy to know that at this rate I might finish the game before April ends... hopefully.
Right now, I'm working on completing the project's Trello so that people can see the work in real time (because I intend on making it public). While at it, I came across some old screenshots I made during development, mostly to share them with my close friends. I'd like to share them with you, reader, who ever you might be.
I hope you enjoy them, maybe to get in touch with the game and how its creation went!
Genesis
Vigilum per se was never planned. I was working on a First Person Character Controller which I attempted to publish in Unity Asset Store; it was rejected because of the lack of documentation.
I started documenting the asset when I realized it had some potential, so I tried my best to fix it and expand upon it. I made the first modules of the Framework on nights and weekends.
I made an event-driven system, which I liked, and worked on the idea. Now we have Cosmic Framework thanks to that.
The idea for the game came while improving the framework, let's say I got inspired after seeing students of mine publish their games.
Darkness
Before Vigilum, I was working on another project: Darkness.
It was a more narrative-focused project. I abandoned it like I did with so many other projects, although this time would be for the first official project: Vigilum...


The future...?
I will be developing this game after Vigilum is done. As I said in this post, my idea is to work on Deep Space and Darkness.
I'll have to distribute my time between work, Deep Space, my thesis and Darkness.
Map - V1
The first version of the map was tremendously huge, around 10+ bigger.
Of course, it didn't make any sense for the map to have such a magnitude of scale if the used part would be small. Besides, this would make the scope be pretty huge, so best idea was to discard it, although the game had a different gameplay mechanic thought before this last version was defined as the final version.




Map - V2
This would become the final version of the map's layout. This one is the currently present one in the game. It was absurdly small compared to the other map, but had a much feasible scope.


Map - First Iteration
The first time I added trees and details to the map as an attempt to have a concept of what the final distribution would be... this was the abominable result - high dense foliage that was randomized, mixed up and had no thought put to it






The player
The first "integration" of Cosmic was the character and the model.
Adding animations, configurating all states and transitions. Synchronizing the model with the character itself.
This might sound easy for some, and I did experiment with this in the past, yet this was my first time attempting to create a definitive version that would serve for any character, player or NPC.






Structures
Creating the structures was a highly iterative phase, as I only worked with modern interiors in other prototypes.
I had to picture how a house would be, how a medieval house would be.
After some time, I tried creating a concept blueprint which I think worked very well, and here we are!
This was the initial layout for the House, pretty rudimentary
This is the final layout of the house alongside with the concept, pretty good compared to the last one, right?
Making sure you could fit a car in the barn







Here we are
Well, I have some work ahead, but it looking good! I really hope you enjoy the game!
