Game
A Day In The Life
6 years ago

Now welcoming @Nightonic back to ADITL. This project began life as an idea thought up during our university classes and she's been sorely missed these last few months 😊 oh we will have some very good news in the demo to share early February!




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Opinions on a new graphics style?

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.

Buttons jump scare test shot

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.

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.

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.

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

(Mines and menus preview build)

Available for testing now

Character customization: How and why bother? (expand)

VERY early test of very basic systems in my new project. Do your work, keep the lights on, and everything will be fine. I really want to gush about some of the things not seen here, but will save that until they can be shown off. FnafKit who?