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

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!)

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.

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.

Buttons ver 2- jumpscare Test

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.

Buttons jump scare test shot

Opinions on a new graphics style?

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.