Finalizing the Savanna Demo


πŸ› οΈ Devlog – Finalizing the Savanna Demo

Date: July 18, 2025
Goal: Make the first island fully playable, coherent, and immersive for the public demo on Steam.

βœ… Completed Features:

πŸ”„ Additive Scene Loading

  • Implemented additive scene loading for smooth transitions between areas without returning to the main menu.

  • Seamless switch between main menu and savanna scene.

  • Fixed bug where camera would spawn below terrain — now corrected with ground-check repositioning.

🐭 Full Mouse Character Controller

  • Integrated new MouseCharacter script with full Animator control: idle, walk, run, death.

  • Stamina system: sprinting drains stamina, which regenerates when idle.

  • Health system: drops to zero triggers death animation automatically.

🍎 Consumable Object System

  • Objects tagged Food, Fruit, or Eating now show an "F" icon when in range.

  • Pressing F triggers an eating animation, locks movement, and restores health.

  • If interrupted before completion, no health is restored — fully safe and timing-based.

πŸ’₯ Damage + Physical Reaction

  • When damaged by an enemy, TakeDamage() applies:

    • health reduction,

    • blink shader effect (flashing visual),

    • pushback force using Rigidbody based on hit direction,

    • and impact VFX if set.

🌾 Savanna Ambience & Wildlife

  • Environmental sounds added: wind, insects, birds, distant roars...

  • Basic autonomous creatures wander in a fixed radius (ground birds, small dinos).

  • Added first predators with AI logic (still under refinement without NavMesh).

⚠️ Bugs / Work in Progress:

  • 🧠 Enemy AI: some predators still not reacting properly without NavMesh setup.

  • πŸƒ Climbing interactions: still rough on certain trees, rocks, or tangled roots.

  • 🐦 Bird system: random flight is functional, but birds sometimes leave camera range — needs bounding.

  • πŸ”„ Blink shader visibility: effect works but is too subtle with some URP materials.

🎯 Next Steps:

  • Implement end-of-demo event trigger when reaching the key zone.

  • Finalize toggleable HUD (simple health/stamina bars).

  • Optimize Steam build size for the public PC demo release.

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