Game
A Day In The Life
5 years ago

Refactoring is going well. The player controller is almost ready. Thinking of giving farming an overhaul to be less harvest moon.




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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. :)

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.

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.

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.

Opinions on a new graphics style?

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.

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.

Character customization: How and why bother? (expand)