As part of sharing the development for a day in the life I've made the Trello board for the upcoming demo public. More will be added as I work but I've included little notes and descriptions on how things slot together.
Next up
Character bits! We're currently throwing together the character animation pieces for the new customization system :P
Light menu is still undergoing it's refit, some behind the scenes code changes making it easier to edit multiple lights. A light will also toggle on/off depending on its intensity. So custom events don't need to be loaded with two different commands.
(Mines and menus preview build)
Available for testing now
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.
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!)
Finally, you can sell the fruits/veg of your labour. :)
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.
Asking the big questions today. We won't support changing your characters outfit or gender but you can give our beloved testguy a name. Character customization will come later, as it will take planning to get it as versatile as we want at the moment.
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 ver 2- jumpscare Test










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