Game
A Day In The Life
6 years ago

Mine code has been polished up to include more random elements and seems to be working perfectly in regard to generation and random floor levels. Next up is to get loot to spawn (easy) and to get the save manager to keep hold of floor data when loading up




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Character customization: How and why bother? (expand)

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

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.

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!)

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.

Opinions on a new graphics style?

(Mines and menus preview build)

Available for testing now

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.

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.

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