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 :)

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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.

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.

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.

Buttons jump scare test shot

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

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!)

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

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.

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