Game
A Day In The Life


7 years ago

Some more progress (Expand)


Just thought we'd offer up a few smaller updates while working on the demo right now. As ever, animations are taking time to create and then implement. Quite an important problem has now been overcome however and that was the complexity of animation manager code which turned into a large tangled web when it got anywhere near tool animations. rather than account for each tool type at each charge level we now simply override a single set of animations with ones attached to item data now.



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(Mines and menus preview build)

Available for testing now

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

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!)

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

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, 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.

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.

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.