Game
A Day In The Life

6 years ago

Right now Im setting up the base classes to be used to store item and tool data for the inventory. Seen here is the Tool class which deals with how an item works in relation to the inventory and the use methods.




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Buttons jump scare test shot

Opinions on a new graphics style?

Lightweight object recoloring test. This test is looking at coloring defined areas with as little excess data as possible and uses NO mask maps, alternate materials and does not break object batching (won't melt the PC when you have hundreds of swatches!)

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.

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

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.

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.

Character customization: How and why bother? (expand)

Buttons ver 2- jumpscare Test