Game
A Day In The Life

5 years ago

It's been ages since the first test build went up for you to play, after some feedback and old-fashioned hard work we are ready to introduce our next few features some time next month. A full run down below.


Mine and NPC log

Changes

  • Minor tweaks to player animations

  • Save data structure has been reworked

  • Save window is no longer a placeholder

  • Dialogue system has been given a new look

  • New player house interior and exterior

  • outside light now changes gradually and more fluidly

Additions

  • The mines - use your hammer and hoe to dig up some precious goodies deep underground.

  • The town - This is a demo map keep in mind and will change greatly.

  • New shop interface selling seeds and tools

  • Toolbar - tools are now items that must be placed in your inventory to use (old system was for play testing)

  • NPC's! - actual people to share the game world with. They will respond to the players actions and can be befriended if you treat them nicely. Each follows their own weekly schedule each season and can be found anywhere.

    (There will only be a few npc's of similar design for now)

  • Stat windows - at last, see what you have sold and for how much (more windows will be added with new features)

  • New music - we've been gradually replacing our old music for some newer tracks.

  • (Our suggested feature)



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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.

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.

The red sock continues his wandering of the multiverse for an object of great power. Taking on a fellow traveller on his way.

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

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.

Buttons jump scare test shot

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.

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.

Hi everyone, I wanted to put my project back out there after taking some time off. Fnafkit is a game about creating custom fnaf games with no need for programming. I'm also looking for anyone interested in helping out! https://gamejolt.com/games/TKFNAF/444860