Game
A Day In The Life

6 years ago

Quick look at the new inventory layout to bring it inline with the new shop menu.




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Character customization: How and why bother? (expand)

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.

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

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.

(Mines and menus preview build)

Available for testing now

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

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.

Opinions on a new graphics style?

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