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!
Next up
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.
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.
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 ver 2- jumpscare Test
Quick update on the project, Dialogue system has been rewritten from the old version of the game, functionally the same but a lot easier to use. The camera has been worked on and the inventory is being expanded with things like drag and drop.
Wall height is being adjusted to accommodate things such as stages and lighting while also giving animatronics more breathing space.
Opinions on a new graphics style?
Buttons jump scare test shot
Character customization: How and why bother? (expand)
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!)










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