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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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.

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!)

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

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.

Is he a... you know....

Character customization: How and why bother? (expand)

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.

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.

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.

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