Been a bit too busy to really work tonight so ive been setting up the animation controller for the player. while moving and idle are all handled through a single blend tree it becomes a bit more complex when it comes to tools. a tool works by transitioning from the idle state to the charge 0 substate which contains the blend trees for each version of the tool in all directions. this then either transitions right into the use state where the tools use animation plays or if the charge state goes up one level it passes into the next charge substate and so on until the button is released or the tool cant be charged anymore. Its frankly tedious so if anyone knows any hints or tips about unity's animator to save me from this horror do get in touch :D
Next up
(Mines and menus preview build)
Available for testing now
working on a new mechanic for the prototype. no need to wander over to those far away items when you can just send in your drone.
Character bits! We're currently throwing together the character animation pieces for the new customization system :P
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.
Buttons jump scare test shot
Hi everyone, I wanted to put my project back out there after taking some time off. Fnafkit is a game about creating custom fnaf games with no need for programming. I'm also looking for anyone interested in helping out! https://gamejolt.com/games/TKFNAF/444860
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.
Opinions on a new graphics style?
Quick update on the project, Dialogue system has been rewritten from the old version of the game, functionally the same but a lot easier to use. The camera has been worked on and the inventory is being expanded with things like drag and drop.
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.











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