Game
A Day In The Life
6 years ago

Holiday Update (Expand)


Here we are, almost christmas. What can be said for a day in the life? The player is implemented. Tools function. The clocks and calenders work. But one thing I've found when coding other projects is that it can be so much better. While all the leg work has been done to get these features ready the game is stagnating while awaiting very basic features.

Before I do anymore work I have to do something about the inventory. Needlessly complex. useless controls and a horror to comprehend after spending more than five minutes not looking at the code. So I will be trashing the current system. Atleast the menu anyway. As said before you pick up more and more as you go on and realise things can be better.

The new inventory is being written to take full advantage of the mouse with click and drag functionality along with controller support. Tools can also now be introduced to the UI which as to now have depended on debug code to work properly.


Whats to be expected right now? well...

Farming demo - Nothing special this demo but farming is working. So its all ready to go with what we have. Also it will offer a chance to see a very small snapshot of the game. Im aiming to have it ready by the 23rd.

NPC's - Dialogue works, spawning works on paper. Why not get some characters going? Having Npcs to experiment with will help the game build up pretty quickly once all their functionality are ready.

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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.

Wall height is being adjusted to accommodate things such as stages and lighting while also giving animatronics more breathing space.

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.

(Mines and menus preview build)

Available for testing now

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.

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

Buttons jump scare test shot

Buttons ver 2- jumpscare Test

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!)