General Housekeeping

 One of the biggest annoyances I've had when working professionally for a company is lack of organisation. Each developer seems to have their own ideas of the best way to keep files and levels organised and it is never consistent, even if there's discussions and guides to follow about naming conventions, folder structures and level hierarchies, the final product is often a jumbled mess behind the scenes. I think this is a huge advantage to being the main developer on this project. Although I have and will have additional help from other developers, I am in charge of this game so I will make sure it is organised in a way that makes sense to me. 


Now that I'm generally happy with the room layouts, I decided to group all of the wall assets per room into folders in the outliner. This will make my job a lot easier when I get to the optimisation stage, as I can easily hide and view each room individually. I am currently undecided on whether it will be more performant to merge all of the walls together per room, or stick with the modular assets, as I've mostly worked on optimisation within the VR space, so PC might be different and this is something I'm going to have to do some research on. But if I want to merge them, then having them in these folders will also be a big help for that stage. 

Another general clean-up pass I've done is collision. Many of the assets from the packs that I used were either using complex collision meshes or multiple 10-24 DOP Collision meshes generated from Unreal, when they could very easily use a simple box or cylinder collision mesh. I don't think it is necessary to have perfect collision for every single asset, especially if they're just background props that can't be interacted with. Also some assets like the rugs and paintings didn't really need collision. I've done a big collision pass on most of the assets that I've placed and play tested all of the areas.

I'm starting to fill out the rest of the house now, and I think I've only got maybe one or two rooms left to block out. I'm thinking a lot about what features I want to add to each room, like possible areas to scare the players and where to put the pickups. It's starting to shape up to be a game, (in my head anyway!) and I can't wait to start getting some of these ideas in the actual level. I think my main concern at the moment is players learning exactly what is going to happen where, so they will expect certain things and not get scared by them. I know that I can't avoid this completely, as my target audience is streamers but I'm trying to think of ways to have more variety with the traps and "secrets".