Game
A Day In The Life
6 years ago

NPC's seem to be on their way now. They can spawn into a scene on the right days and times and follow simple routes. They are just in need of a little finessing to get them to respond meaningfully to the player.




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

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.

(Mines and menus preview build)

Available for testing now

Finally, I've had some time to do some more work on the recode. There is hardly anything to see except for this utilitarian clock which can be swapped to 12 and 24 hours in settings. The lighting again changes through the day too.

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

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 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.

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

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?