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.
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.
(Mines and menus preview build)
Available for testing now
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?
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.
Buttons ver 2- jumpscare Test
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.
Asking the big questions today. We won't support changing your characters outfit or gender but you can give our beloved testguy a name. Character customization will come later, as it will take planning to get it as versatile as we want at the moment.












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