Game
A Day In The Life

6 years ago

Dialogue windows and other news (Expand)

Poll: Area of focus


Poll info: We are working to get the small farming demo working now. Thing is. Most of the farming functionality is there. so we are now looking to you to find out what you want to go with it . vote down below.


Would you believe it was a few months back we first saw the dialogue system? A small text window and promises of further game play. Or the day a day in the life hit a giant snag. Well okay I did. while it was simple enough to show text. It was incredibly difficult to display text. Have branching pathways and not have the text all try and display at once. Well now that is no longer a problem for us, and with it we can finally move on from the rut we've been in.

Its not all been bad however. We have farming tools almost ready. Only thing keeping tools down is lack of animations. which are being made as and when they are needed. We are also hoping to up the anti on crop tiles by implementing wonder crops at long last. as well as weeds and stones which will lead us gently into mining and tool upgrades :)

  3 votes Voting finished



0 comments

Loading...

Next up

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.

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

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.

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.

(Mines and menus preview build)

Available for testing now

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.

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

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.

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.