Game
A Day In The Life

5 years ago

Character portraits won’t be making it into the game until one of us learns how to make a face in 26x26 pixels or less. :D




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Finally, you can sell the fruits/veg of your labour. :)

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.

Character bits! We're currently throwing together the character animation pieces for the new customization system :P

Opinions on a new graphics style?

(Mines and menus preview build)

Available for testing now

Wall height is being adjusted to accommodate things such as stages and lighting while also giving animatronics more breathing space.

Buttons jump scare test shot

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.

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.