Game
A Day In The Life
5 years ago

Persistant data? simple enough. Storing all that data to a file. still simple but boy is it tedious writing a function to read and write all that info.




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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.

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, 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.

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.

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

The red sock continues his wandering of the multiverse for an object of great power. Taking on a fellow traveller on his way.

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

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.