Game
A Day In The Life
6 years ago

Finished giving the movement system a much needed overhaul so that it feels a little less fluid and it becomes alot easier to align yourself with items and objects. What I want to get done now is item storage, tool menu and a shop for a small demo




0 comments

Loading...

Next up

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.

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?

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.

Asking the big questions today. We won't support changing your characters outfit or gender but you can give our beloved testguy a name. Character customization will come later, as it will take planning to get it as versatile as we want at the moment.

Character customization: How and why bother? (expand)

Opinions on a new graphics style?

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

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!)

Grey boxing the first layout for the game, But got very distracted making this arcade tunnel. But its starting to take shape at least.

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.