Game
A Day In The Life
6 years ago

Code for npc navigation has come on by leaps and bounds after creating a few editor tools to speed up the process. Soon enough they will be ready and pushed out in a quick update focusing on the hud redesigns and giving you access to the shop interface.




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VERY early test of very basic systems in my new project. Do your work, keep the lights on, and everything will be fine. I really want to gush about some of the things not seen here, but will save that until they can be shown off. FnafKit who?

Buttons jump scare test shot

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

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. :)

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)

Opinions on a new graphics style?

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.

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!)