Game
A Day In The Life
6 years ago

Some last adjustments to the exports box and now I can plumb it in to the rest of the game. We're aiming for Friday to release the demo. Depending on the speed of which we can get test npc paths made up and some smaller bits and pieces.




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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, 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.

(Mines and menus preview build)

Available for testing now

Some map progress since yesterday. some arcade cabinet props that just need some textures, tunnels had some more work put into it and the restaurant is slowly being built up.

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

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.

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.

Character customization: How and why bother? (expand)

VERY early test of very basic systems in my new project. Do your work, keep the lights on, and everything will be fine. I really want to gush about some of the things not seen here, but will save that until they can be shown off. FnafKit who?