Game
A Day In The Life

4 years ago

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




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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.

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

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.

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.

Opinions on a new graphics style?

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

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.

(Mines and menus preview build)

Available for testing now

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.