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
Opinions on a new graphics style?
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.
Finally, I've had some time to do some more work on the recode. There is hardly anything to see except for this utilitarian clock which can be swapped to 12 and 24 hours in settings. The lighting again changes through the day too.
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.
Character customization: How and why bother? (expand)
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.
Buttons ver 2- jumpscare Test
(Mines and menus preview build)
Available for testing now
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
Wall height is being adjusted to accommodate things such as stages and lighting while also giving animatronics more breathing space.
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