It's been a few days since the last dev log
Now that theres something new to be shown off its the perfect time for the next. After a good few hours trawling through code, changing datatypes and references we now have everything needed for persistant crops. As in you plant it, and it will still be there when you go back. As we inch closer to our first basic demo there is still plenty more that needs adding. such as the change of days and the tool menu.
Next up
Opinions on a new graphics style?
Buttons ver 2- jumpscare Test
Lightweight object recoloring test. This test is looking at coloring defined areas with as little excess data as possible and uses NO mask maps, alternate materials and does not break object batching (won't melt the PC when you have hundreds of swatches!)
I know updates have been slow but there really isn't much to talk about when you're just tidying up existing code. We're looking at updating the art style to be just that bit nicer. The crop system working with an overhaul to interactions with tools.
I'm currently working on a new game with a team of people. Here's a mannequin being assaulted for test purposes. Gotta do what you gotta do for your damage systems.
Our latest efforts have been rewriting our scene change code and with that comes some lovely transitions made using a greyscale image and a new shader.
Tall walls are all modeled and intergrated into the engine and work seamlessly with the previous two wall styles. actual wall skins for this set are incoming. A new test build featuring these changes will follow up soon.
Buttons jump scare test shot
Finally, you can sell the fruits/veg of your labour. :)
Character customization: How and why bother? (expand)











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