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.
Next up
Wall height is being adjusted to accommodate things such as stages and lighting while also giving animatronics more breathing space.
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.
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.
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!)
Buttons jump scare test shot
Buttons ver 2- jumpscare Test
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?
Opinions on a new graphics style?
Finally, you can sell the fruits/veg of your labour. :)
Character customization: How and why bother? (expand)












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