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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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!)

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.

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

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

Opinions on a new graphics style?

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

(Mines and menus preview build)

Available for testing now

Character customization: How and why bother? (expand)

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

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.