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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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.

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.

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

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

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.

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.

Buttons jump scare test shot

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