Game
A Day In The Life

7 years ago

(GIF) Inventory and items

I've been making slow progress over the last week adding actual funtionality to the inventory menu. ofcause its never that simple and throwing and lifting animations had to be made and implemented to go with it.




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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.

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

Opinions on a new graphics style?

Character customization: How and why bother? (expand)

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.

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

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.

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?

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.

(Mines and menus preview build)

Available for testing now