Game
A Day In The Life

6 years ago

getting assets prepared for the demo and programming the farming system. just about finished the small placeholder shack made from bits and pieces of the hotel tiles.




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

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.

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.

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?

Finally, I've had some time to do some more work on the recode. There is hardly anything to see except for this utilitarian clock which can be swapped to 12 and 24 hours in settings. The lighting again changes through the day too.

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.

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.

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.

Some map progress since yesterday. some arcade cabinet props that just need some textures, tunnels had some more work put into it and the restaurant is slowly being built up.

Opinions on a new graphics style?