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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Buttons jump scare test shot

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.

(Mines and menus preview build)

Available for testing now

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 customization: How and why bother? (expand)

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.

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

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

Opinions on a new graphics style?