Game
A Day In The Life

5 years ago

Packing panic - Minigame

hard at work on a simple minigame. Packing panic, each round has a randomly generated list of items needed for the order. complete as many orders as possible to make yourself some cash and score some points for your buisness.




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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.

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

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.

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.

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.

I know it has been a while since the last update, but life got in the way. Here we can see how buttons can be customized and given functionality through the event system. More to come as the event system grows.

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

Opinions on a new graphics style?

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.

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.